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 2021-03-30 00:00:00Z and 2021-03-31 00:00:00Z
Ah about kog? I mentioned that few times. I also requested to fix since stuff to qshar about 2-3 years ago or go open source to fix it myself.. Nothing happened
07:32
Fix few*
07:34
Anyway I won't discuss it further as I was requested not to here
"What is all behind that?"
I'd also put the rest of the closed source servers in the ddnet tab out, like noby fng, into a "community" tab or smth, bcs it doesnt fit ddnet's openness/transparency(edited)
A lot of players might get confused when they are on the DDNet tab and join servers such as fng, ctf, dm, block, etc. So, I think it's a good idea that we move all modes in which players go...
[ ] 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
[...
Deleted User
Ah about kog? I mentioned that few times. I also requested to fix since stuff to qshar about 2-3 years ago or go open source to fix it myself.. Nothing happened
I know the commits are more general updates. But still would be cool would'nt it? Especially when linked to an existing github account you could see mapper stats in the contributions graph.
@Deleted User iirc noby was open to the idea of opening up fngs source
11:47
@noby if you still feel like it I could help you abstract out the antibot like we did for ddnet
Deleted User
"What is all behind that?"
I'd also put the rest of the closed source servers in the ddnet tab out, like noby fng, into a "community" tab or smth, bcs it doesnt fit ddnet's openness/transparency (edited)
Im sure you need the wordsplit when using the variable types=$(cat all-types) so I did not quote that it needs some more advanced workaround.
I did not test any of the scripts but it should be safe...
15:53
yea sorry deen for being a jerk xD just thought its funny cuz i red that commit on gh then i hop to irc and see this. I had to mention it :D I mean i get it its a bloated thing and its already in place. Convience wins.
ddnet-scripts doesn't feel that important. It's just a bunch of quickly thrown together shell and python scripts, thrown together with duct ta pe
21:37
and it's not just about convenience. with how bad the networks are we would often get inconsistent states on the individual servers by having multiple repositories to sync
@Learath2@heinrich5991
maybe you remember my question on how to make the emotes look smooth, like on fng2+, well, I found the cause, its sv_high_bandwidth which sends the m_CurrentGameTick so the animation looks smoother. I tried to send a SNAPEMTPY to update the current tick for the client between each snapshot, because with my 128p support i will definitely not go on snapshots every tick, lol :D already tested it, thats too much.
but i did not get anything good or smooth with the SNAPEMPTY contatining the current tick, maybe you have another solution?