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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 2022-03-06 00:00:00Z and 2022-03-07 00:00:00Z
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Starting the game, without joining a server, reveals all binds including moderator rcon login binds. Lynn accidentally leaked hers whilst streaming.
feelsamazingman 1
troll 1
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⭐♥ST-Chara♥⭐ 2022-03-06 04:47:04Z
hi developers! I have an idea. Make DDNet client sixup, not Server, than it should support all mode in 0.7 and 0.6
04:48
Is this impossible?
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chillerdragon BOT 2022-03-06 07:43:55Z
What are you missing in 0.7? Why not drop 0.6 completely. (@⭐♥ST-Chara♥⭐)
hi developers! I have an idea. Make DDNet client sixup, not Server, than it should support all mode in 0.7 and 0.6
no 1
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⭐♥ST-Chara♥⭐ 2022-03-06 07:51:13Z
i didn't see my Friends.
07:51
0.7 have less player
07:51
Unless ddnet is upgraded to 0.7
07:54
0.7 is Great, but not many players
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@Ryozuki another usecase for tool tip, not to exaplain smth, but to show the full string e.g. in this case
👀 1
09:02
even DDRace is a just short cut for DDRaceNetwork
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Checklist

  • [x] 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's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--u...
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chillerdragon BOT 2022-03-06 13:08:49Z
On which servers are you missing players in 0.7? I thought all relevant servers are bridged nowerdays so the playerbase on fng, kog, ddnet is the exact same as in 0.6? Or what do you mean. (@⭐♥ST-Chara♥⭐)
0.7 is Great, but not many players
13:09
DummyDragRaceNetwork please (@Jupstar ✪)
even DDRace is a just short cut for DDRaceNetwork
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Jupstar ✪ BOT 2022-03-06 13:11:44Z
CDDRaceNetwork ChillerDragonDragRaceNetwork
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chillerdragon
On which servers are you missing players in 0.7? I thought all relevant servers are bridged nowerdays so the playerbase on fng, kog, ddnet is the exact same as in 0.6? Or what do you mean. (@⭐♥ST-Chara♥⭐)
⭐♥ST-Chara♥⭐ 2022-03-06 13:14:49Z
My friends, or My ALL Friend are only play in 0.6
13:16
If the best Client supports Sixup, Than many people will KNOW 0.7
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⭐♥ST-Chara♥⭐ 2022-03-06 13:35:25Z
??
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chillerdragon BOT 2022-03-06 14:05:11Z
But on what serves do they play. There is a high chance you can play with your 0.6 friends while being in 0.7 (@⭐♥ST-Chara♥⭐)
My friends, or My ALL Friend are only play in 0.6
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Jupstar ✪
CDDRaceNetwork ChillerDragonDragRaceNetwork
CDDDNet++ ChillerDragonDummyDragRaceNetworkPlusPlus (edited)
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can you guys make cl_nameplates_strong 2 so it colors name of player to green if you have strong on him and red if weak?
15:15
cl_nameplates_strong 1 distracts too much
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feature request: define team colors
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also would be nice to make colours(green and red) customisable
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The thing about FNG is that it uses the default Vanilla/CTF red/blue team function
15:17
i think
15:18
so if there were a way to customize color, there would have to be a rehaul of the code
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Voxel
so if there were a way to customize color, there would have to be a rehaul of the code
https://discord.com/channels/252358080522747904/293493549758939136/949060973199761458 isn't it possible to have your own thing on the client? like your own css for a website and overwrite it
15:21
anyway, i'm trying to do it, it's fun to me and a nice challenge
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Voxel
The thing about FNG is that it uses the default Vanilla/CTF red/blue team function
nah, it can be client feature
15:21
oldschool clients had that thing
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i see how would you even change the color?
15:27
do you cast a vote with a hex value as the reason?
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i had in mind in HUD settings
15:27
player sets it
15:28
default is red/blue and you can change like the tee color
15:28
would be cool to have it as a server feature, would be funny
15:35
if it was a server feature i would imagine there would be 2 ways to get a server color to change 1) input a word (red, blue, black, white, orange,) and it auto assigns it based off of a list 2) input a hex value for specific colors not in a list
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or even have patterns like footbal trikots ^^ (edited)
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bonus idea that goes against the current coding but would still be fun: have a color change vote where both teams get themed colors hot vs cold: left is a random hue from red to yellow, right is random from cyan to purple color wars: rainbow colors vs grayscale colors
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cauldron
or even have patterns like footbal trikots ^^ (edited)
maybe!
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Voxel
bonus idea that goes against the current coding but would still be fun: have a color change vote where both teams get themed colors hot vs cold: left is a random hue from red to yellow, right is random from cyan to purple color wars: rainbow colors vs grayscale colors
i like the hue idea. even have red as a range and blue would make it more diverse i think
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or the one with top kills have dark red and the low guys light ^^
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OR everyone starts out as least temp sided (yellow vs cyan), and whoever gets the more kills will shift more to red or purple (edited)
15:41
hotter/colder every kill
15:43
and instead of Team Red wins! or wheat wins! it'll be Team Hot wins!
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i'll try for now to change colors in client ^^
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good luck!
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Voxel
so if there were a way to customize color, there would have to be a rehaul of the code
Cellegen | HU 2022-03-06 15:57:56Z
gonna use ukraine coloring on the tourney pepebooming
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Voxel
good luck!
didn't even compile it successfully ^^
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Perfect, nice work!
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cauldron
didn't even compile it successfully ^^
when you get it working, can you stream it so I can see, too?
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Voxel
when you get it working, can you stream it so I can see, too?
sure
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The proxy server is supposed to prepend the client IP address and port in the first 18 bytes of a packet. IPv4 addresses are represented using IPv4-mapped IPv6 addresses with the prefix ::ffff:, e.g. ::ffff:127.0.0.1. The first 16 bytes are used for the IPv6 address, the next two bytes are the port number encoded as big endian. The idea is that this could be used to provide reverse proxies so that the original server cannot be attacked. Only players using the same reverse proxy wo...
Exported 58 message(s)