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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 2020-11-26 00:00:00Z and 2020-11-27 00:00:00Z
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How do I get them to not be able to get CPickup? There’s a ninja entity and I don’t want to be caught when they pass it
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I think the CPickup code decides who gets it
02:50
check CPickup::Tick
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seems like this still wasn't fixed: when selecting all 4 corners of a quad and using the U/V feature, I expect the whole texture to move without affecting the aspect ratio but it just bugs out and stretches to infinity or something
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seems like this still wasn't fixed: when selecting all 4 corners of a quad and using the U/V feature, I expect the whole texture to move without affecting the aspect ratio but it just bugs out and stretches to infinity or something
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void ReloadBans() { m_NetBan.UnbanAll(); m_pConsole->ExecuteFile("master.cfg", -1, true); } May I ask a few questions about this peace of Code? (src/mastersrv/mastersrv.cpp:315) Which bans are reloaded? This function gets called about every 5 minutes by default and removes every Ban? Are this Server-Bans from the Master-Server? I did a bit of research and found this list: https://www.teeworlds.com/master-bans.cfg What does it mean? Are this the commands banning the servers again? And what is the master.cfg File? I could not find it on my local storage anywhere :c I thought: The file master.cfg is somehow linked with the master-bans.cfg (the link i provided). Every 5 Minutes this file is called after all servers are unbanned? But why are they immediately banned again? And yeah, if it is a lifetime ban, why is the UnbanAll function being called?
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[quakenet] ChillerDragon BOT 2020-11-26 11:51:46Z
rip bridge
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@becc UnbanAll is called so only the IPs in the file are banned
12:57
the file changes at times to ban/unban servers
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i couldn't find more usages od the file in the source -> means i have to add the ips manually to the file? (edited)
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yes, if you want to run a masterserver
13:49
you usually don't need to do this and it's probably no use either
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Rafael Fontenelle 2020-11-26 14:09:43Z
@deen all-locations file in ddnet-scripts have only the first server of each location, so e.g. bra2 or rus2 won't work in git-update script. Doesn't it represent an issue?
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@Rafael Fontenelle for historical reasons that repository is not the actual source of what we use on servers
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14:59
I just update it periodically
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a5f0dbb Update brazilian_portuguese.txt - rffontenelle 90bbdd4 Merge #3360 - bors[bot]
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Hey, is it possible to add front/game tiles for deepfly? It would be very nice, if u can map tiles on/off for deepfly, so that u dont allow deepfly in cmds in general for the hole map, but only for some parts 🙂
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it's such a niche feature that it's enough map-wide I think
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While antiping is turned on, you don't see the double jump particles of them. This is a problem imo because 1. it could/should be confusing for new players 2. seeing where exactly the other tee double jumped can make tricks much easier to understand
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It is easy to forget which weapons you already picked up, especially if you haven't used them in a while. Since you have to go through each weapon to check if you have it, i usually just don't do that. Also it happens way too often the players don't realize that they picked up endless hook, making a part much harder than it actually is. I think displaying the available weapons + power-ups (jetpack, endless hook, infinite jumps, collision stuff, deepfly?, hit others...) would help significa...
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There are many different ways on how this could work + look. imo, a nice solution would be to have a separate ddnet_textures.png image to game.png with just a different texture for weak hook. That image file could be created forwards compatible so that it could hold more textures that might be added in the future.
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