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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 2021-02-02 00:00:00Z and 2021-02-03 00:00:00Z
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@Ryozuki did we ever add your weapons in freeze patch with a config option?
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is it possible to mod a server so when a player is in a specific location on a map they connect to another port on the same ip (so like i could have a hub world with portals leading to diff modes) and if so, how would i start
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why would you need a new connection for that?
02:37
but yeah that sounds possible, in fng 0.6 i implemented multi servers in a single instance for the tournament mod
06:26
does anyone know how to do it
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i mean u could look in the source code but to sum it up: get away from global config and load a local config for ever gamecontext you load then inside the configs define the mods,like sv_gamemode fng in one, sv_gamemode ctf in another implement these mods alter the server code so that all gamecontexts are updated
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whhat cl_dummy_control does?
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Learath2
@Ryozuki did we ever add your weapons in freeze patch with a config option?
What freeze patch?
07:37
Ahthe pr wasnt added
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mute
f3 3
f4 1
07:42
oh sound volume it's enough for mate!saddo
07:42
don't care
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@hussainx3 there already is "Use sounds"
👍 1
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yeah i was think i need change all soundsbrownbear
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Trafalgar Law 2021-02-02 12:42:08Z
Is there any command to ban clients?
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sv_banned_versions takes a comma-separated-string
12:45
Here are the ones banned on official DDNet servers: https://github.com/ddnet/ddnet-scripts/blob/master/servers/common.cfg#L65
The magic scripts that make DDNet run. Contribute to ddnet/ddnet-scripts development by creating an account on GitHub.
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Trafalgar Law 2021-02-02 12:47:12Z
Thanks :D
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i just dont know why i write here XD
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Smetanolub
whhat cl_dummy_control does?
when used with copy moves, dummy will only copy +left and +right inputs
13:10
not sure if there are more uses to that
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cl_dummy_control allows to use the dummy control commands, i dont know them exactly right now but there should be something like +dummy_jump OR cl_dummy_jump, not sure
13:22
same for hooking
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does anyone know if theres a way to stop ddnet client from "preventing sleep"? ( @Learath2 ?)
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Yeah @noby , stop using Mac kek
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@noby um it's normal that it prevents sleep, it's a game, not sure how you'd stop that
14:33
I think anything that uses the gpu prevents sleep
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doesnt ddnet utilize the gpu?
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@Learath2 maybe sdl2 does something like that
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[quakenet] ChillerDragon BOT 2021-02-02 17:10:03Z
what i really like about coding is that you can code math without understanding it just by try and error :D
17:10
if - doesnt work try + if * doesnt work try / and so on
17:10
quality wisdom ikr
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C UB entered the conversation
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[quakenet] ChillerDragon BOT 2021-02-02 17:14:39Z
:D
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https://media.discordapp.net/attachments/757720336274948198/805897809802690630/screenshot_2021-02-01_14-29-55.png?width=1202&height=676 idk how to reproduce, but if I spec then they're at full opacity but when I'm playing they're not for some reason (I was in a /team if that makes any difference)
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now that ubuntu plans to enable lto, we could also try to enable it? ^^ no idea how well it works with mingw
19:37
i play with LTO since few years and the only issues i found, i also fixed
19:37
(which all were bugs in our code)
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example?
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for bugs? or for LTO?
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bugs
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#3031
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#2753
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Its not directly a bug: https://github.com/ddnet/ddnet/blob/master/src/base/system.c#L3226 returns NULL only if Len is < 0. Funny enough with LTO this crashes, maybe because later the NULL p...
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#3205
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if you name urself(i named my dummy) "BootyShaker3000" and type "in da room" in the chat, and press tab for scoreboard it freezes reproducable. This does not hap...
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atleast u could say, all were only visible by more aggressive optimizations
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I don't exactly understand how the TextEx thing works. thanks for the examples 🙂
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Can be worked around when using /showothers for team or solo and /showall for spectating. And the id does not get updated when spectating, you will need to unspec and spec again (when someone else is using /spec command or /r (probably /save and /load too)) I wanted to provide a screenshot that it does not update, but apparently it does not show StrongID in a demo too.
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I really regret coding that str next token
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[quakenet] ChillerDragon BOT 2021-02-02 20:25:12Z
why
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It has such an odd interface
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at least it has tests 🙂
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I've come to appreciate testing we should do more
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[quakenet] ChillerDragon BOT 2021-02-02 20:27:39Z
ye tests are nice
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E2E testing is much better but unit testing whatever we can is also good
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anyone up for the task could create a fake client that connects to the server and changes the map once
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[quakenet] ChillerDragon BOT 2021-02-02 20:28:05Z
what is e2e ? like integration or full tests
20:28
i did headless client fuzzing in ddnet++ ci
20:28
used em to connect to the server and test it and then auth as admin and do a shutdown
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End to end, so we'd launch an actual client and a server and do things to test behaviour
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[quakenet] ChillerDragon BOT 2021-02-02 20:29:47Z
Based on DDraceNetwork by deen & contributors (www.ddnet.tw) which is based on the great game teeworlds (www.teeworlds.com). - DDNetPP/DDNetPP
20:29
yea
20:29
as i expected
20:29
never heard that term
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We could even test physics actually to keep track of regressions
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[quakenet] ChillerDragon BOT 2021-02-02 20:30:13Z
launching SDL clients in github ci is kinda tricky i think
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once we have a teehistorian replayer, that becomes easy 😉
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It would make it soo much easier to do physics cleanups without breaking behaviour
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and we could test on real-world player data 😉
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We should make a headless client for automated testing with the sv
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At the very least join server, change map, chat a couple lines
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We could even assert positions to know physics didnt change
20:35
Or smth
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Dont need a client for that a fake tee on the server is enough
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Hm i guess
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where are collision lines drawn (for self and others) as i want to make them always appear instead of the work around with a hotkey you have to do with uself and the unreliable setting for others
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cl_show_hook_coll_own 2; cl_show_hook_coll_other 2
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oh i thought it was 0 or 1
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doesnt work
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works for me
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i found the thing anyway in src so its fine ;D
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Latest Release Candidate and Beta, probably related to Discord Rich Presence runtime loading. @heinrich5991 @edg-l Can you take a look? I can reproduce it from within Steam, works from outside. But not sure how to get the log in Steam. As reported by Pepe.
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is steam down
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yes, weekly maintenance
23:13
👀
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DDNet: error while loading shared libraries: libsteam_api.so: cannot open shared object file: No such file or directory
23:25
thats the issue from command line steam
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Yeah, got the same, see #3593
23:26
#3594
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Latest Release Candidate and Beta, probably related to Discord Rich Presence runtime loading. @heinrich5991 @edg-l Can you take a look? I can reproduce it from within Steam, works from outside. But...
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ah didnt click it ^^
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And heinrich has a solution, see #bugs
23:26
or knows where the problem is at least
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Messed it up when trying to unify CMake 3.8+ and CMake 3.14+ handling.

Checklist

  • [ ] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [ ] Written a unit test if it works standalone, system.c especially
  • [ ] Considered possible null pointers and out of bounds array indexing
  • [ ] Changed no physics that affect existing maps
  • [ ] Tested the change with [ASan+UBSan or valgrind...
Exported 105 message(s)