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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 2020-08-17 00:00:00Z and 2020-08-18 00:00:00Z
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ae65f1b Add 7event3 & 7event4 results - def-
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2ce016b DDNet released on Steam - def-
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830d5fb Fix SVG for steam, optimize all SVGs using svgomg - def-
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We should have marked the steam version somehow so we could keep track of how many people are playing through steam
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not too late, add something in the version?
11:07
But then I have to build 2 separate builds for each platform, but no problem I guess
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add a -s
11:07
or something
11:18
merica is sleeping tho
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steamdb already does that
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<iframe src="https://steamdb.info/embed/?appid=412220" height="389" style="border:0;overflow:hidden;width:100%"></iframe>
12:13
What started as a simple mod is now a big cooperative racing experience! Choose from hundreds of available maps, race your way to the finish line and help your friends. Collaborate and compete with players all over the world. DDraceNetwork Steam charts, data, update history.
12:13
@deen maybe u can add this to stats
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I wonder if having a small http server running on every server for serverinfo purposes would be nice
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@deen does the steam version get steam updates or autoupater ingame updates?
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Steam peobs
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autoupdater is big illegal
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Steam doesnt provide serversor anything right since its a free gamw
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where is "clear_votes" situated?
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grep for it in the source code
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oh, always forget about this xd
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Best would be a tut that does this dim thingy and shows what's important, and then some button that shows it all again, the thing is, if they go super fast through the tut, they still passively internalize the "flow" of ui navigation, which is way better than having to read a bunch and find yourself out whats meant @deen. As suggested by Khejanin on Discord.
15:59
Players tab on top left and players tab in options have the same name.
15:59
would be useful to change the one in options to "Identity" so players don't get mixed up.
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one says players and one says player
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@Learath2 any idea what's up with macos github actions? intermittent failure? https://github.com/ddnet/ddnet/runs/994464494?check_suite_focus=true
DDraceNetwork, a cooperative racing mod of Teeworlds - ddnet/ddnet
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I don't see any logs for it at all, is that normal?
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no logs
16:15
yes, that's what I'm seeing as well
16:15
but no downtime on githubstatus.com yet
16:15
I guess I'll try again later
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lmk if it ever generates logs
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Hi! Don't know if this is a right place to ask but let's try. I've just compiled a fresh DDNet client+server from github. Then i've borrowed a map from some infClass server: logged to it and copied the map from downloaded_maps/ to maps/ folder (with a proper name) then converted it with a map_convert_07 and placed it to maps7/ folder. The problem is when I am starting a server I am getting a lot of messages like this: [2020-08-17 19:09:30][collision]: something is VERY wrong with the Game layer please report this at https://github.com/ddnet/ddnet, you will need to post the map as well and any steps that u think may have led to this after connecting with a DDNet client to my server it crashes with segfault instantly. After connecting with a 0.7 client I am getting a strange behaviour like jumping on every input (even mouse move). Could anyone tell me what I am doing wrong?
16:19
Maybe this is a noob question and there is a guide with common caveats?
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start by using a map that works, fix the map issue separately
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But it works in the same client...
16:20
when I am getting it from a different server (0.6 one I believe)
16:21
is this behaviour something well known or odd?
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@Deleted User map is known to be odd
16:21
infclass maps
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Well I'm not certain of what infclass does to it's maps but you can find that very distinct error message in the code easily
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Oh... I have opened the map in DDNet editor and resaved it. It made no difference (edited)
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i mean just use ctf5 or something and fix the rest of the bugs u described
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I was hoping it should strip everything it doesn't recognize
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and after that try to fix the map issue
16:22
is what i would do
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@Learath2 I think I will. It's just I am asking for a common knowledge about it if there is any.
16:23
ok, it's seems to be very specific
16:23
I will start with a ctf map and then will try to debug "wrong" one. Thanks (edited)
16:24
is there some kind of "sanitizer"? that could convert 0.6 map to ddnet one stripping all the incompatible entities and layers? (edited)
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oh yeah i had a wacky map once and it had that error
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any info on what was the cause there @louis ?
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I don't even know what kind of oddity would make the map incompatible
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nah i just spammed a bunch of unused front tiles i believe, and it somehow crashed the server
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@Learath2 me either, lol 😄
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u need to be careful with infclass maps on ddnet because they dont really use the same things
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Ok, then nice part is that I can just get rid of all infclass layers (edited)
16:26
cause I don't use them in my mod
16:26
I hope that will work. Thanks for the info!
16:28
7032249 Fix leak when loading map in editor (fixes #2573) - def- c212c60 Merge pull request #2582 from def-/pr-leak-editor - heinrich5991
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Problem wasn't in infc layers... ok
16:28
bd3656f Implement ctrl-u in lineinput to clear - def- 3ca4dad Allow server list key bindings when nothing was selected - def- 535dc09 Merge pull request #2581 from def-/pr-ctrl-u - heinrich5991
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it seems that ctf maps are crashing my client too when downloaded from 0.6 server, weird
16:31
but fng one is ok
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if u mean the map from my server afaik there are no embedded images or anything
16:31
maybe that is related
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wow, nice. Map from your server worked! And sixup works!
16:34
Managed to connect with DDNet and 0.7 client to my server at the same time and interact with other's client character. Sweet!
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@Deleted User no idea what infclass maps have special, i only tested for ddnet maps.
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@Learath2 so it seems that we can update this info :) https://ddnet.tw/news/sixup/
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If you have any issues with sixup don't forget to create an issue for it, while it's pretty stable there are still things that need polish
👌 1
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Where does it check whether a new player started the game ?
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You can trace it back from the welcome message but I think it uses the fact that there was no settings file loaded
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@Khejanin cl_show_welcome 1 I guess
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Hmm can you help me a bit with a crash course, this is my first time with this codebase :S
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grep for ClShowWelcome
16:39
@Khejanin but the search text is just entered as the default in src/engine/shared/config_variables.h, see BrFilterString
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That's cleverer than I thought 😄
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Would it be ok to change max ping default setting ?
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i would keep it at max
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9d6deaf Add steam link in downloads - def-
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the dark red ping color should be enough to tell you what to expect
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Are teeworlds and ddnet dual licensed? I see it is both copyrighted to Magnus Auvinen, Shereef Marzouk and Dennis Felsing and also have apache license.
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dox? (edited)
17:11
ah...
17:11
it seems that only assets are apache/CC licensed and the game itself is proprietary copyrighted. Right? (edited)
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game is mit
17:12
well
17:12
zlib
17:12
its a open license
17:12
All content under 'data' except the font, language & skin files, (which have their own licenses): Apache 2.0 for the 'Icon.tff' file: Copyright Google
17:13
game source code is MIT
17:13
IMPORTANT NOTE! The source under src/engine/external are stripped libraries with their own licenses. Mostly BSD or zlib/libpng license but check the individual libraries.
17:13
less external libraries
17:13
they ar bsd or zlib
17:13
DDraceNetwork, a cooperative racing mod of Teeworlds - ddnet/ddnet
17:13
u can just read this and its not that hard to comprenhend
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Can you please point where are MIT or zlib licenses about core sources in that file?
17:14
I have read this 3 times already. But maybe I am missing something.
17:16
mit license
17:17
its really easy to recognize
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But what is the purpose of the first 3 lines?
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just to state
17:17
the authors
17:17
being MIT license doesnt mean ucan forget who did something
17:17
look part 1.
17:17
of mit license
17:17
u must not claim that u wrote the original source
17:17
thats what the first 3 lines
17:17
do
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oh thanks
17:18
I haven't realized the mit boilerplate in fact includes those lines
17:18
so they're part of it
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"mit boilerplate"
17:18
u must not have seen many licenses
17:18
MIT is really clean
17:18
xD
17:18
and short
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I just cannot remember proper word
17:18
for framework... draft...
17:19
dunno
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ah well
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ok thanks
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maybe the 3 points
17:19
are not original
17:19
to mit
17:19
but added
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template, right
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yep its added
17:19
to not forget authors
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Just in my mind (c) is like synonym of "all right reserved", that's why I've wondered
17:20
but I see that it's used in MIT template in different way so it's legal so it's ok to combine
17:20
(c)
17:20
only means copyright
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and I realize now that "(c) author year" doesn't means he still reserves rights
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but u dont see anywhere saying (c) All rights reserved
17:20
that a propietary would do
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yes
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TIL
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im not a legal expert
17:20
xd
17:21
dont trust me much
👌 2
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I've got what I wanted to know, thanks
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@Ryozuki teeworlds/ddnet is zlib, not mit
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@<BµmM> hey, we're currently looking for some maps to bundle with the ddnet client, preferably 1 star novice. your gold mine map would suit. could you release it under a license CC-BY-SA, CC-BY or CC0 so we can ship it with the client?
18:32
CC-BY-SA and CC-BY say that people who modify the map have to credit you
18:32
CC-BY-SA also means that people modifying the map have to allow for further editing, too
18:32
CC0 just allows anyone to do anything, even without crediting
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1fc4a04 Add Korea - def- f0a4b98 add Korea - def-
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@deen we can take gold mine, @<BµmM> gave us CC-BY-SA license
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2f4eac2 Optimization: Don't calculate with too small fraction - def- 579b763 Merge #2566 - bors[bot]
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@Learath2 fixed itself, status page now says actions is "degraded"
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@heinrich5991 cloud-saved settings_ddnet.cfg would be awesome
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how would that work
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would work by looking at the steam api and how it works
19:26
lol
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I'd prefer to not have steam-specific features
19:26
poll the other developers if they feel differently
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how to make the poll
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just ask other active contributors, e.g. via discord
19:26
e.g. @Learath2, what do you think?
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is it rly that hard to keep steam stuff in a way it doesnt conflict with possible git merges
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oh man, cloud-saved settings_ddnet would mean I would no longer lose these from time to time due to dumbness
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i think its not that hard
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it's not hard technically, I agree with that
19:28
I'm philosophically opposed to offer more features in the closed source part of our distribution
19:28
one could work around that 'steam-specific' thing by hosting our own cloud-saved settings
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Accounts are needed before any of this
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settings can contain mod and admin rcon binds
yes 1
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that'd also make it Steam-independent in case of... anything
19:28
mine do xD
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accounts are not needed if you use steam cloud save
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I mean so we can offer it to everyone not just steam ppl
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you know perfectly accounts wont be added any time soon
19:29
so we can already forget about this
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I agree with heinrich on providing features to just a portion of the community
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[quakenet] ChillerDragon BOT 2020-08-17 19:39:08Z
@Soreu use git to not lose them again
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I'd rather just create new Discord server, make TW channel there, and from time to time try to upload zip with settings, gameskin, entities etc
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I'm philosophically opposed to offer more features in the closed source part of our distribution one could work around that 'steam-specific' thing by hosting our own cloud-saved settings
How about a modular ddnet server? So people could compile/download modules that provide non-core functionality?
19:47
I've talked about this before I know 😄 would be so cool if one could take vanilla ddnet/tw sources or even compiled one and add functionality on top of that automatically w/o need to merge sources by hand.
19:48
There could be a repository of plugins and even a 'package manager'.
19:49
That Steam cloud config could be a module that could even be developed interdependently like a third party plugin. (edited)
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so you're more talking about client plugins?
19:50
s/more/rather
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No, about server plugins.
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but cloud config would be a client feature
19:58
do you have examples of features that plugins in the server could provide?
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Hm... I was under impression that a person requested that talked about a server config. Ok
20:00
Server plugins could be:
  • new game type mods
  • stats system
  • anti-cheat systems
  • registration system
  • unofficial helper libraries for modders (with functions that are useful in mods but don't make sense in vanilla game types)
  • experimental supplemental protocols (like HTTP master server API client)
(edited)
20:01
though the latest one makes sense as a client plugin too
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tuning on 0.7 bridge seems broken
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Currently it's hard to reuse other modders code because tw/ddnet servers were not made with modding/modularity in mind. (edited)
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it says player_collision 5.00
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before adding plugin systems or anything similar, tw would really need a clean base, the current code is really bloated enough
20:06
but the idea of having a nice extendable base would be nice
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vote description on bridges is empty and sometimes the caller is wrong =\
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I think that 'adding' a modular system is in fact would be a process of rather deep refactoring and modularizing the code itself. (edited)
20:07
But the good part of it is that more modularity in code is usually a better OOP.
20:08
I am currently at the start of my quest of porting infCroya (0.7 infClass rewrite) back to ddnet server code.
20:11
So I can document the process as I go and I will try to remove all infCroya-specific features to separate files.
20:12
gl with that
20:13
couldn't even tell if thats easier than rewritten most stuff
20:13
I think that it will still be coupled rather tightly to core tw classes and will not be clean enough. But at least I can try separate it and list tw classes that would be nice to have a better interface for modders.
20:14
thats the problem.. vanilla tw was never really modular and ddnet just put their code into it
20:14
Yeah all those megaclasses and tight coupling.
20:15
so its just bunch of code that works for ddrace, but anything else would result in alot of dead code
20:15
if u write your mod into ddracce code u basically remove all ddrace gameplay stuff just to add urs again xD
20:16
I can imagine.
20:16
I hope I will not break in the middle of it 😄
20:16
We will see. Thank you for your support
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Can you see how many people downloaded DDNet on steam? Im curious
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I spent couple dozen hours trying to get vanilla more mod friendly so we can have more modular mods, however there are parts of vanilla that are very tightly coupled too
👍 1
20:48
CGameContext and IGameController are very tightly coupled
😔 1
20:49
I have like 6 branches all trying to reduce IGameController to an ABC
🔥 1
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@NeXus 2285 so far
feelsamazingman 2
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is there a way to add a serverside message if a player has a ping above 200+ to tell him that he is probably on the "wrong" server
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That would be annoying
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or clientside
22:11
so you could switch it off
22:12
i saw a lot of players with 200+ ping on ger today
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also saw 2 chinese guys on usa
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Well new people can join bad server and then think, that game is laggy
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and leave tw
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is antiping on by default
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I dont think so
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IT SHOULD BE
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the ping is dark red
22:25
and many other online games are very ping conscious
Exported 250 message(s)