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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 2020-06-17 00:00:00Z and 2020-06-18 00:00:00Z
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Great I bugs I can't reproduce again
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Hm after a map change no netmsg ever makes it out of CNetServer
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Oh, hm on a map load the server seems to forget that this is a sixup client
09:57
That was a bitch to debug...
10:01
@deen I really don't have any access to linux to test it on there, it works for me on windows
10:01
on macOS*
10:02
I can try windows on a friends laptop
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brew seems to have broken something about libogg
10:19
Hm not brews fault for once
10:21
@heinrich5991 we seem to include things without their directory prefix, but opusfile itself seems to include it using the directory, <ogg/ogg.h>
10:21
which is not in our include path
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might need to add that to the include paths necessary for opusfile
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PC_OGG_INCLUDEDIR would need to be added
10:26
I'm not quite sure how to get that though
10:27
I could probably figure that one out, I don't know where the include paths necessary for opusfile go
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hm no, we already include OGG_INCLUDE_DIRS, OPUSFILE_INCLUDE_DIRS and OPUS_INCLUDE_DIRS
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Or can I just add PC_OGG_INCLUDEDIR to OGG_INCLUDE_DIRS?
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apparently OGG_INCLUDE_DIRS doesn't seem to work
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OGG_INCLUDE_DIRS is the ogg directory within the actual includedir
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perhaps you need to change the file that is looked for to ogg/ogg.h
10:29
if that's the correct include path for the ogg library
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Oh we don't use ogg ourselves?
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don't think so
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ah but it still seems to work on linux
10:30
wouldn't ogg/ogg.h break linux then?
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where do you have the #include <ogg/ogg.h>?
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it is opusfile.h i think, i had same problem when compiling new ddnet on new osx
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In file included from /Users/runner/runners/2.263.0/work/ddnet/ddnet/src/engine/client/sound.cpp:20: /usr/local/Cellar/opusfile/0.11_1/include/opus/opusfile.h:109:11: fatal error: 'ogg/ogg.h' file not found # include <ogg/ogg.h>
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no, ogg/ogg.h seems to be the correct include path
10:32
it just happens to lie in the default path on linux
10:32
so we didn't notice
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ogg/ogg.h works
10:36
I wonder why it used to work before
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perhaps the include directory got there in some other way?
10:40
These are only used in the client for prediction.
10:41
5f3d957 Fix format without reason - ChillerDragon 5ec9e4f Merge pull request #101 from ChillerDragon/pr_fix_reason_format - fokkonaut
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676deae Fix macOS CI - Learath2 eed3e78 Mark unused tunes as such - Learath2 ac0a6fa Merge #2268 #2269 - bors[bot]
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hey dev i need help with vanilla server dm me fast for help
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Dont help him he asked me too, he tries to scam iF city accounts
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yes yes why u lie?
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just for the way he asks
12:51
i know he is a 12y kid
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@WhiteKitty then why did you delete the video you sent me where you can clearly see your server name is the same as if citys?
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xDDD
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also you wrote something like "hi help me i download 0.6.5 and change mod name now it dont start"
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why u scam chillerdragon srv 😮 ? XD
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? xD
12:52
He is a friend of mine
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oh no and is reason for scam srv
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did u add in ur srv (C) ? 😮
12:53
no
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i asked him to use the map. Then I made a mod for 0.7, his is 0.6
12:53
He is okay with this
12:53
Other players too
12:53
Other accounta
12:53
No scam here
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im not sure
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ask him
12:53
xd
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then why u have my acc already if im not register?
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Because you wanted me to port it over
12:54
xD
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[quakenet] ChillerDragon BOT 2020-06-17 15:58:17Z
guys dont forget to tag your tw projects as teeworlds topic on github and make sure to star https://github.com/topics/teeworlds
GitHub is where people build software. More than 50 million people use GitHub to discover, fork, and contribute to over 100 million projects.
15:58
lets go trending on github :D
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Was there some way now to tell ddnet clients that the server is a ddnet server apart from setting gametype?
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yes
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Can you point me at something?
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GameInfoEx, e.g.
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e.g.? Is there more?
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that's probably the correct thing for what you're asking
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@heinrich5991 Could you give a guess at which clear entities the client would load on conflicting gametype and GameInfoEx? i.e. when do those packages arrive relative to the client loading the clear entities image
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it always prefers the stuff from GameInfoEx
16:20
gametype is used as a fallback to GameInfoEx
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Is GameInfoEx sent when serverinfo is sent or just when you join?
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GameInfoEx is sent in the snapshot
16:21
so only after you connected
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I suppose the client loads clear entities before the first snapshot though
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I don't know how it works exactly
16:22
I'd guess it loads all entities
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Nope I checked that, it doesn't switch clear entities when this Info.m_EntitiesXXX variable updates (edited)
16:25
Maybe I'll add this to the client, that it loads all entities and displays the right one according to the current game info. Would be useful for my servers
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are you sure about this?
16:25
the code looks like it can change the image dynamically
16:25
some entities take precedence over other
16:26
DDNet > DDRace > Race > BW > FNG > Vanilla
justatest 2
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Hmm it does, doesn't match with my testing
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Nooo we have commits which don't build, annoying when doing bisects
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yea :/
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@timakro I just bisected the 0.7 comp
16:43
and the build failed in fake_server only, so it was easy to fix by only building DDNet-Server DDNet targets
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or git bisect skip
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that's worse
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yeah, but if the failing change doesn't build that won't help
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yeah i just tried DDNet and it didn't build
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that basically doesn't reduce the amount of commits, unfortunately
16:44
git bisect skip
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what are you bisecting?
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it's the thing you need when something doesn't build ^^
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well, you could quickly fix the build, squash the fix
16:45
and reapply it wheneverit fails again
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This weird entities loading behaviour I mentioned above, very specific
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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 Serverinfo
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Why am I "coauthor", were you actually able to cherry-pick a commit @Learath2 ?
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Well you actually wrote it, I just installed it 😄
16:49
Thought you should get credit for it
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I wasn't even able to cherry-pick your rcon fix
16:49
Yey :)
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Why is it always things that are impossible to reproduce for me?
16:52
Hm, I guess if it was reproducible for me it wouldn't be there to begin with 😄
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@deen What does it say when you try to connect
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Is it just stuck connecting?
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Anything in the console?
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[2020-06-17 18:54:53][client]: connecting to '192.168.0.2:8303' [2020-06-17 18:54:53][host lookup]: host='192.168.0.2' port=8303 3
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I'm absolutely lost
16:58
I guess I'll just have to figure out how to do x11 forwarding
16:58
and how to get x11 even working on new macOS
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@Learath2 you can just use twping to reproduce
17:01
no need for x11
17:02
./twping ger.ddnet.tw to reproduce
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(dd_pr_07)[learath2@l2mbp] ~/D/C/d/build $ ./twping ger.ddnet.tw 57730.5 ms
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from linux I m ean
17:04
GCC 10.1.0
17:04
and nice ping btw
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It seems to have some precision issue, my ping is 57ms normally
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ᶰ°Konͧsti 2020-06-17 17:07:43Z
How is 0.7 support gonna working
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0.7 players can connect to regular 0.6 servers
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ah yep, twping indeed doesn't work
17:09
should be a smaller binary to debug too
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Trafalgar Law 2020-06-17 17:19:32Z
@deen when ddnet on steam pepesweat
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ᶰ°Konͧsti 2020-06-17 17:19:44Z
@deen :O And the only problems might be Prediction problems like with hooktrough on vanilla?
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yesterday
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Trafalgar Law 2020-06-17 17:21:32Z
Isn't it possible to publish ddnet on steam?
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We are still greenlit 😛
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greenlight doesnt exist anymore afaik
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My client bisect just lead me to this commit commit 2b1df782d3254227af5e2c3614cdad26ccb5bcde Author: Dennis Felsing <dennis@felsin9.de> Date: Tue Jul 24 08:03:02 2018 +0200 Version 11.3 src/game/version.h | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) When I realized that I added this version check on the serverside myself 2 months ago and even joked in this channel about how bad this hack is 🙄 https://github.com/unique-clan/unique-race/commit/71f60c965187fb46e37af0dd074281b39cbac7d0#diff-25bcc1bcfab43c7e0957ca2fa89fe34fR1505
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@snail but u can release
17:26
cut it was accepted before
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@snail yeah but being greenlit I think we are still allowed to release
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Trafalgar Law 2020-06-17 17:26:30Z
Release it :(
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@Trafalgar Law it'd be a waste without a tutorial
17:32
Twping seems to send out it's request and get a response, but doesn't even recognize it
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Trafalgar Law 2020-06-17 17:33:00Z
But tbh teeworlds(0.7) players are most from steam
17:33
ddnet would become more players then now
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the response even seems reasonable, I wonder why twping dies 😄
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a friend of mine saw teeworlds in "recent releases" or some shit on steam
17:34
the other day
17:34
it was highlighted to him
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Trafalgar Law 2020-06-17 17:35:12Z
Maybe its time to add a tutorial :D
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DDNet probably can't retain the new players without a tutorial
17:35
teeworlds is simple enough
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Trafalgar Law 2020-06-17 17:35:52Z
Teeworlds is based on ddrace/zcatch
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What's most important about the tutorial is a good mapper willing to map it out
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Trafalgar Law 2020-06-17 17:35:57Z
There is also no tutorial
17:36
0.7 has non dm players xd
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I'm okay with making all the required code stuff
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Trafalgar Law 2020-06-17 17:36:31Z
And I mean ddnet is also simple
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yes i agree tutorial would be good
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Maybe you can't start with ddnet as your first gametype
17:37
I didn't
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Trafalgar Law 2020-06-17 17:38:22Z
And what would you suggest for your first gametype?
17:38
And IMO ddnet is not a gametype :p
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DDNet is a little too tough for a first introduction, you really need someone to teach you
17:39
I tested this on a couple friends, they all had absolutely no idea how we did most things
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I even think it gets harder to get into the game because the players are better now. I started with deathmatch on ctf5 and won a lot of games but today with that level of skill I'd loos every game
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even when shown
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Trafalgar Law 2020-06-17 17:39:55Z
Yea true, tried also with friends :D
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one of my friends actually picked up ddnet very quickly and it was the first thing i showed him
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@deen Ah, recvmmsg strikes again
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so we should rls on steam anyway
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How did this even work before?
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but tutorial would help a lot because i had to show them how to do things. players who just come upon the game on steam would have no idea how to play
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like the throws are second nature to us, we don't even notice that having weak changes the throw quite a lot actually
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Trafalgar Law 2020-06-17 17:41:35Z
I mean how would you start with a tutorial xd There are many gametypes.. Atm you will thrown into the cold water :X
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I coded some tutorial stuff ages ago and I thought about the map. There are a ton of decisions that go into making a starter map, I guess you'd need a starter to help you in the design process because most of us already forgot where you are when you never played the game before
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Were we just getting lucky that compilers were noticing that pData could always point to the buffer of the recvunpacker?
17:43
How though...
17:43
recvmmsg has it's completely separate buffer, nothing should ever be ending up in the recvunpackers buffer
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Trafalgar Law 2020-06-17 17:44:00Z
I mean you can do a basic map where you get all informations how the game works
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@deen well twping should have been broken on linux since you first introduced recvmmsg
17:45
not only twping but the client too
17:46
I guess it was some weird optimisation beyond my comprehension
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ᶰ°Konͧsti 2020-06-17 17:47:07Z
Tutorial= /map Basics
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Nvm, I'm the dimwit that broke it
17:49
still no idea wtf kinda optimisation clang is doing that makes it work
17:49
again, stupid, no recvmmsg on macOS
17:49
god
17:49
I should have asked for brain cells for my birthday
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Trafalgar Law 2020-06-17 17:51:44Z
xd
17:51
Learath take a break pepesweat
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The timer ticks way faster on macOS leading to some insane pings :D
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@deen I think you can actually test now, sorry for wasting your time...
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no problem, you're spending way more time than I am
18:44
I guess we could release on steam, but a rudimentary tutorial would help. otherwise we'll end up with most new players being confused
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the tutorial pull request is only missing a map iirc
18:45
if anyone is up for that challenge that would be amazing :)
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@Patiga do you mean that thing i wrote years ago?
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uh probably
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heh, probably more work fixing the conflicts than rewriting the thing
18:47
(please just leave it closed)
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Trafalgar Law 2020-06-17 18:53:08Z
@deen Maybe do a announcement for a concept for a tutorial :D
18:53
I think not everyone looks into github or in this channel
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[quakenet] ChillerDragon BOT 2020-06-17 18:53:54Z
everyone should tho
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Trafalgar Law 2020-06-17 18:54:04Z
ChillerNoob
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[quakenet] ChillerDragon BOT 2020-06-17 18:54:06Z
:D
18:54
github is such a nice hangout place
18:54
btw btw @law have you liked https://github.com/topics/teeworlds already? So we can get teeworlds trending on github :D
GitHub is where people build software. More than 50 million people use GitHub to discover, fork, and contribute to over 100 million projects.
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Trafalgar Law 2020-06-17 18:55:18Z
Nope
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[quakenet] ChillerDragon BOT 2020-06-17 18:55:25Z
like share subscribe
19:35
88780cb Consider time_freq() - Learath2 1ccce4a Merge #2270 - bors[bot]
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Huh, I forgot we even had credits 😄
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i try to update them occasionally
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[quakenet] Omiro BOT 2020-06-17 22:52:09Z
Hello dear developers of best game in the world! I sorry for disturbing you are from your's work or smth else. But i have question to you are
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its 1 am
23:39
but, u shouldnt ask to ask, just ask
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[quakenet] Omiro BOT 2020-06-17 23:44:16Z
oh thanks ^^
23:44
So, who giving master bans to other peoples?
Exported 232 message(s)