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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 2020-06-10 00:00:00Z and 2020-06-11 00:00:00Z
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if you run off an edge with "full" (or close to full) walking speed and then fail the part and use /r to try again, you'll be teleported to the very edge of the last tile you walked off. if you then run off the edge to try again, you won't have nearly as much speed as you did the first time, making some parts impossible without first going the opposite direction first so you have more room to build up speed. it's annoying. so we could make the /rescue destination a bit smarter so it allows fo...
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hello developers, who can say me how use cmake in console (cmd)?
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With MSVC or MinGW?
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MinGW
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How did you get mingw? with msys2?
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idk i was download ddnet source xD and i need compile .exe but idk how xD i was all time use bam but i see here is news (edited)
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So you don't even have mingw yet
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so what i have ?
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How am I supposed to know it's not my computer 😄
kek 1
11:30
so can u say how compile ddnet.exe ?
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Maybe you were using MSVC with bam?
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huh sec
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The easiest way would be to follow heinrich's tutorial on the forum, it uses visual studio and it's dead simple
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can u send links pls
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In console it depends on your compiler, with msys2 you want to make sure you get the mingw version of cmake, with the original msys it all just works, with msvs you can generate a visual studio project with -G "Visual Studio <whateverversionyouhave>, or an nmake file with -G "NMake Makefiles".
11:38
A cmake build looks like mkdir build cd build cmake -G "Whatever Generator you choose" .. cmake --build
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'cmake' is not recognized as an internal or external command, operable program or batch file.
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do you even have cmake?
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that's our cmake folder, containing our cmake scripts
11:41
not cmake itself
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yes is ddnet cmake
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i need download it
11:43
?
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Yes, get the latest release 3.17 I think
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@Learath2 yes and what now
11:57
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Why did you download the source of cmake??
11:58
There is an installer right there
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Huh
11:59
Yes, get the latest release 3.17 I think
@Learath2
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Yes. I dowload that
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owo
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You want ^^
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ahhh xD
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2nd option
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@Learath2 is possible change cmake to baam?
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huh
12:21
what now if i download this
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I still don't know what compiler you are using
12:24
besides, why are you compiling this from scratch anyway?
12:28
gtg, have things to do, figure out what compiler you have, use cmake gui to generate the correct format and hit build
12:30
@jao does synchronized work differently since the warmup timer change?
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𝕀𝕠𝕟𝕦𝕥 2020-06-10 12:35:24Z
12:35
what can i do so i can enter on my server
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run ddnet client and check lan tab
12:37
or just enter localhost as the ip and connect
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𝕀𝕠𝕟𝕦𝕥 2020-06-10 12:52:16Z
i get an error
12:52
at final
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𝕀𝕠𝕟𝕦𝕥 2020-06-10 13:02:28Z
[2020-06-10 15:52:25][filescore]: opening 'records/Kobra 4_record.dtb' for reading failed
13:02
this is the error i get
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this is just relevant for ranks
13:14
have you checked the LAN tab?
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𝕀𝕠𝕟𝕦𝕥 2020-06-10 13:24:06Z
da
13:24
yes
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𝕀𝕠𝕟𝕦𝕥 2020-06-10 13:32:52Z
what do i need to do now? (edited)
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try connecting to "localhost"
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𝕀𝕠𝕟𝕦𝕥 2020-06-10 13:33:38Z
wdym? to write at search localhost?
13:33
im new at starting a server and these thing
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into the "Host address" field
13:34
and then press enter
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𝕀𝕠𝕟𝕦𝕥 2020-06-10 13:35:31Z
is only saying connecting to localhost
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have you changed the sv_port?
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𝕀𝕠𝕟𝕦𝕥 2020-06-10 13:46:42Z
ummm
13:46
where i can change it
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if not, that's good
13:47
so you have the black window with the server open but still can't connect to localhost in ddnet?
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𝕀𝕠𝕟𝕦𝕥 2020-06-10 13:47:41Z
13:47
all the things i see
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and while this black window is still open, can you connect to localhost?
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𝕀𝕠𝕟𝕦𝕥 2020-06-10 13:53:47Z
wdym? to write localhost in the ip box
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yes
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𝕀𝕠𝕟𝕦𝕥 2020-06-10 13:53:59Z
nope
13:54
i cant connect
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but still keep the server window open?
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𝕀𝕠𝕟𝕦𝕥 2020-06-10 13:54:09Z
yes
13:56
wait...... ur the owner of ddnet?
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no
14:07
I don't understand what happens
14:07
is that a remote terminal?
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[quakenet] corneum BOT 2020-06-10 14:28:37Z
@deen would you give fixing the bullet tunes another try? i found another thing that makes it impossible to map with
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@Learath2 it changed yes
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[quakenet] deen BOT 2020-06-10 15:18:36Z
corneum: nope :/
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[quakenet] corneum BOT 2020-06-10 15:18:59Z
bruh
15:20
how about only that other thing i found? it crashes the server so you dont have to fiddle with physics or anything
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[quakenet] corneum BOT 2020-06-10 15:30:54Z
and what does the tune "laser_damage" do in ddrace?
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@Pipou I guess the change is expected then
16:13
DDraceNetwork, a mod of Teeworlds. Contribute to Learath2/ddnet development by creating an account on GitHub.
16:13
This turned out ugly beyond my dreams, but it's sorta working
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𝕀𝕠𝕟𝕦𝕥 2020-06-10 16:16:29Z
@heinrich5991 nvm @GoJE GrEEN ! helped me
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That branch? A bridge server like the one @timakro and @fokkonaut are running
16:17
it needs a lot more work to finish up but I'm all out of work
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is it better than fokos?
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There are 3 things remaining, whispers, map conversion to 0.7 and the ugliest of them all support for the new serverinfo
16:22
@jao eeeeeeh, very debatable, I don't use any magic constants atleast, the entire 0.7 protocol is there for you to use
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This turned out much uglier then expected but I just don't have it in me to scrap this again. This "mostly" works, what remains is map conversions, whispers and serverinfo.
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More likely to get feedback on a PR 😛
16:26
I'll go have a drink, it's been a very long day messing around with this cross protocol thing
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looks good @Learath2
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Really cool work @Learath2. Easiest way to test would be to just run a few servers with it and see how it works
17:02
about the map conversion, maybe we just use my 0.7 map conversion executable and store both?
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We should ask @qshar how he did it
17:03
that just leaves the serverinfo remaining critical before testing this
17:03
but that's not very trivial as the 0.7 serverinfo is already broken 😄
17:04
(can't fit 64 people in it)
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oh, didn't know they also have something like that
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@deen If you see any way to do void *CGameContext::PreProcessMsg(int *MsgID, CUnpacker *pUnpacker, int ClientID) in a cleaner way lmk, I feel it's very meh and this is like my 10th attempt at handling this
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@Learath2 what map conversion do we need
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honestly, I have absolutely no idea, but I know both qshar and timakro are converting their maps
17:10
It seems like it works even without a conversion for me but @deen would probably know a difference between the formats given he wrote the converter
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The Unique Race modification of DDNet. Contribute to unique-clan/unique-race development by creating an account on GitHub.
17:11
you could also use the skin converter
17:11
i think its p nice
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I already got the skin converter
17:12
works pretty well actually 😄
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isnt deens map converter just embedding all tilesets
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I tried to turn that array into an unordered_map and it was so ugly I did a git reset --hard HEAD went to sleep and started again today
17:13
@jao ah I think that's it, the tilesets
17:14
0.7 clients don't have any of our tilesets and I bet they have updated versions of the old ones so we'd need to embed for them
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optimally we shouldnt embed 0.7 tilesets i guess
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we probably shouldn't touch anything 0.7
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you can check if every pixel is the same 😁
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just embed our tilesets and ship that map to 0.7 clients and ship the old one to 0.6 clients
17:15
I wondered whether we could do this dynamically so as to not double our storage use for maps
17:16
shouldn't actually be too too hard
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how big is our map folder
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big enough not to double? 😄
17:17
I'll check
17:18
759M
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I mean not horrible but it is preeeeettty redundant 😄
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thats not big
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yeah but it'd be like an extra 800M that has no information
17:20
actually we might be tighter on CPU cycles then on storage so maybe we actually should pregenerate these
17:21
our 2 core servers are just 😦
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smaller than my biggest map
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what kinda exploit is that map attempting?
17:21
map RCE?
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just uncompressed map troll
17:24
map was 60MB with default compression but it took a while to load
17:25
so i thought 0 compression would help it load faster
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did u save ur porn folder inside the map
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@Learath2 I used deen's map converter tool for it. I made a simple bash script that executes it for every new map and on map update.
17:36
and we have 2 directories: maps and maps07
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[quakenet] ZillyHuhn BOT 2020-06-10 17:40:53Z
@Learath2 would be really awesome if you could add support for greensward skin <3 so if one uses greensward as body in 0.7 people see greensward skin in 0.6 like in fddr
17:41
I stopped playing on kog and unique bridge servers because i couldnt handle 0.6 people trashtalking me about using another skin :/
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We can extend the mapping but I would love to have an unordered map before
17:44
So the lookup doesnt get expensive
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[quakenet] ZillyHuhn BOT 2020-06-10 17:53:00Z
Many 0.7 users play with the ported classic skins such as greyfox and greensward would be nice to look at the 0.7 body part name and display the proper 0.6 skin instead of a wrong skin. Oh and I di...
17:53
sorry for the push :/ but my life depends on that feature :D
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Tbh my intention with this is to keep ddnet relevant until I can come up with a nice ddnet7
18:00
Which all depends on gamecontroller getting cleaned up
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[quakenet] ZillyHuhn BOT 2020-06-10 18:26:01Z
yes and that is what i am afraight of.
18:26
Forcing 0.7 players to play on bridge servers with disatvantages like qshar did.
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There are few disadvantages, but atleast it keeps the community together
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@Learath2 does it have teehistorian integration or do I need to add it?
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I think it shouldwork(tm) but it'd be nice if you could evaluate it see if anything else needs to be saved
18:44
I save the entire packed message before any translation so that should be fine
18:44
but we might want to store whether a client is sixup
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yes we do
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I think damage indicators are sadly gone
18:47
dune nuked them with his patch removing the ability to control direction from the server
18:48
nor can we control the duration they show up for, I was thinking of manipulating the start position by sending very short ones to move the stars along
18:49
I guess we can still have them for freeze though
18:49
but idk what we'll do with the gun
18:52
Oh also effects self insert so that'll be extra fun
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self insert?
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I thought they were inserting themselves into the gameworld like entities, but apparently not so there is a place to translate them semi easily
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Okay, this works over LAN but doesn't over internet
19:43
@heinrich5991 do you know whether anything is different about the protocol when connecting over LAN?
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what works over internet but not lan?
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The connection
19:46
The server doesn't seem to respond to the initial NETMSG_INFO
19:46
well no even before that actually
19:46
what was the name of that 520byte packet we send?
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did you remember to open port
19:50
ACCEPT udp -- anywhere anywhere udp dpt:8303
19:52
NET_CTRLMSG_TOKEN
19:54
guess there are no free lunches, I'll debug it
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I don't really know, sorry
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[quakenet] Learath2 BOT 2020-06-10 19:57:32Z
yeah I was just hoping
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[quakenet] Learath2 BOT 2020-06-10 20:05:42Z
amazing, I get a packet full of 0s
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mostly 0s is correct for the token packet
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[quakenet] Learath2 BOT 2020-06-10 20:05:56Z
god knows at which layer the data is lost
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it has 5 bytes that are set IIRC
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I don't see how this packet ends up completely empty
20:14
After I UnpackPacket I can print out it's contents and they are there
20:14
inside OnSixupCtrlMsg it's completely empty
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gdb?
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[quakenet] Learath2 BOT 2020-06-10 20:16:07Z
yeah setting up watchpoints
20:20
magic
20:23
oh, the buffer of the recvunpacker is empty
20:24
uh, i wonder if it's the recvmmsg patch
20:25
yep
20:25
I was bamboozled, it wasn't a LAN vs internet thing, it was a macOS vs linux thing
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Trafalgar Law 2020-06-10 20:25:37Z
What is bamboozled
20:25
XDDDDD
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[quakenet] Learath2 BOT 2020-06-10 20:28:01Z
hoodwinked
20:28
fooled
20:28
deceived
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@Trafalgar Law you can give it a go now
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Trafalgar Law 2020-06-10 20:29:44Z
I will try :)
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Chat is still broken but that's an issue for tomorrow's learath2
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Trafalgar Law 2020-06-10 20:30:41Z
it works!
20:30
Good job!
20:30
But it feels a bit laggy
20:31
or its my inet
20:31
Idk
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I have absolutely no way to know how it performs, my computer can't run teeworlds so I cant check
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Trafalgar Law 2020-06-10 20:32:09Z
Freeze stars are amazing!
20:32
Nice one :D
20:32
they are soooooo hacked in there 😄
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Trafalgar Law 2020-06-10 20:33:04Z
Wait
20:33
Your computer can't run tw?
20:33
the fuck
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macbooks are very high quality
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Trafalgar Law 2020-06-10 20:33:50Z
Time to buy a good computer ;)
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you can fry an egg on the keyboard while teeworlds is running
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Trafalgar Law 2020-06-10 20:34:13Z
linux > macOS
20:34
XD
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I have a feeling repacking the messages at the end might be a little bit of a performance issue but won't see it until we test it with a bit of people
20:40
So chat, whispers and generating a netobject translator to get rid of the current translator remain as blocking issues
20:44
oh and serverinfo 😦
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getting rid of the current translator?
20:53
With the entire protocol I can just generate this mapping
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@deen why dont you send an edited map file? you should be able to send a version with all images being external
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they are updating github design
23:24
Exported 245 message(s)