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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 2022-05-30 00:00:00Z and 2022-05-31 00:00:00Z
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is the code for the discord bot on ddnet's github?
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Contribute to ddnet/ddnet-discordbot development by creating an account on GitHub.
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Nagi01 {LAN}
but if the default color isnt black, you skin cant be black
Yeah I don't understand this. Same thing on foots: they cannot be white for every skin, because some skins have grey foot by default. Double jump indicator is hard to check with grey foot, they became dark grey
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the eyes seem to be a bit off
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Rockus
is it possible to fix the bot that shows records? currently, if someone is top1 and beats their own rank, the "previous time" shows the rank 2 instead of the previous r1
this is because of how we store ranks in our database. for team ranks we actually only store the best finish for each team, so we can't display the same team's old time
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for non-team ranks we show the previous best rank, even if it was by the same person
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Wohoo
Teeworlds and minecraft share the same block-by-block map approach. It would be a nice mod, MineTeeCraft. Just don't say it to @fokkonaut, or he will code it next weekend 🤣
we have unsigned chars minetee already
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i see on the ddnet page my last 10 finishes. are the rest not in the db or just not shown? in other words is there a history of all finishes i have made?
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gerdoe
we have unsigned chars minetee already
[MOD Server-Client] MineTee 0.2.2 pre-alpha (Page 1) — Modifications — Teeworlds Forum — Everything Teeworlds!
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fokkonaut
saw it multiple times now from you so thats just why i lyk
just write it next time in github as an answer xD so everyone can learn from my mistake lel
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cauldron
i see on the ddnet page my last 10 finishes. are the rest not in the db or just not shown? in other words is there a history of all finishes i have made?
yes, there is a history of all, but we don't provide it on website. The DB is available on https://ddnet.tw/stats/
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skyrocket1999 BOT 2022-05-30 12:09:24Z
Hey guys
12:09
do you mingle with girls?
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ok but does this change any of the physics
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skyrocket1999 BOT 2022-05-30 12:21:38Z
Now on topic
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can someone test the map teeinvader? seems broken to me (edited)
12:57
Ah I was lost ... it works xD I thought I broke it because of my rework of draggers
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deen
this is because of how we store ranks in our database. for team ranks we actually only store the best finish for each team, so we can't display the same team's old time
makes sense
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Also map gets reloaded if the server tick overflows. we should check the following maps for cheated times:
  • just every fly
  • puzzle partners
  • time shop

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
  • [x] Considered possible null pointers and out of bounds array indexing
  • [x] Changed no ...
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deen
this is because of how we store ranks in our database. for team ranks we actually only store the best finish for each team, so we can't display the same team's old time
sorry for asking again, but so you don't store all the teamranks? do you overwrite the teamrank if it is better and not save it at all, when it is worse? or is it somewhere in the db, but not easily accessable (edited)
14:39
i am asking for the same reason as my question with t0 ranks. if you want to have a history of all finishes with a certain team.
14:39
on the same map
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cauldron
sorry for asking again, but so you don't store all the teamranks? do you overwrite the teamrank if it is better and not save it at all, when it is worse? or is it somewhere in the db, but not easily accessable (edited)
they are saved for sure you can see the history using /times name
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[quakenet] xq BOT 2022-05-30 14:42:22Z
No ranks are ever overwritten/deleted, they are still in the database.
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deen wrote best finish is rank something else as finish?
14:43
ok nice
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cauldron
sorry for asking again, but so you don't store all the teamranks? do you overwrite the teamrank if it is better and not save it at all, when it is worse? or is it somewhere in the db, but not easily accessable (edited)
really overwritten in db, so no way to get the old team ranks. but you can approximate them based on ranks, where we store all
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[quakenet] ChillerDragon BOT 2022-05-30 14:53:25Z
Any tips on debugging c++ include errors? https://github.com/ddnet/ddnet/pull/5276 causes a bit overwhelming errors in my forks i find it quite difficult to read 200 lines of errors caused by one line of #include being wrong
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[quakenet] ChillerDragon BOT 2022-05-30 15:07:01Z
thanks
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[quakenet] ChillerDragon BOT 2022-05-30 15:22:38Z
ok got it. I spend the last half hour removing code to get an minimal example and then it was obvious. Probably not the best way but it worked
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couldn't you use the same soft he used ?
15:38
A tool for use with clang to analyze #includes in C and C++ source files - GitHub - include-what-you-use/include-what-you-use: A tool for use with clang to analyze #includes in C and C++ source files
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RUS 8339, but it's actually registered: ``` [2022-05-30 17:40:29][register/6/ipv4]: ERROR: the master server reports that clients can not connect to this server. [2022-05-30 17:40:29][register/6/ipv4]: ERROR: configure your firewall/nat to let through udp on port 8339. [2022-05-30 17:40:30][register/7/ipv4]: ERROR: the master server reports that clients can not connect to this server. [2022-05-30 17:40:30][register/7/ipv4]: ERROR: configure your firewall/nat to let through udp on port 83...
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When you go through a no collision tile, and swap with someone, you'll keep your no collision state. Works both in team 0 and in team. (Credit to pexi for showing me the bug) Video: https://cdn.discordapp.com/attachments/968635358302576640/980864997930442853/Base_Profile_2022.05.30_-_18.06.28.07.DVR_Trim.mp4
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  • remove duplicated variable for no collision and no hook
fixes https://github.com/ddnet/ddnet/issues/5279 https://youtu.be/3VM64OVNgYM

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
  • [x] Considered possible null pointers and out of bounds array indexing
  • [x] Changed no physics that aff...
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[quakenet] ChillerDragon BOT 2022-05-30 18:11:43Z
i thought thats more for removing unnecessary includes not fixing builds due to wrong includes. He even said in the pr that adding it to the CI does not make much sense because the tool needs so much manual attention
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it also gives you the entire list of includes that you need, but it doesn't check for stuff like #ifdef(ANDROID)
18:24
the authors (googlers) use it mostly for adding all includes, so they can change includes without breaking the build or having to go through other includes when changing one
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As discussed in #5041 and #5124 we could add a new (operational non-ingame-visual) material layer to implement new materials like for example ice, sand, bouncy-slime, glue, ground-booster, zero-G and whatever you can think of into ddnet. This would allow for a lot new gameplay. This is not limited to solid/unhookable blocks The basics (and ice) are already ready as PR for vanilla teeworlds and I would port them to ddnet if you are interested. I would also remove the CustomLayer, which...
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its time to blow the dust from teeuniverse
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deen
really overwritten in db, so no way to get the old team ranks. but you can approximate them based on ranks, where we store all
sorry still not satisfied, so last question, you mean the team ranks are also saved as solo ranks. so if you would finish a map with team you get a team rank + t0 "database save" and then you could check who finished in t0 at exactly the same date and hour? is that what you mean by approximate?
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cauldron
sorry still not satisfied, so last question, you mean the team ranks are also saved as solo ranks. so if you would finish a map with team you get a team rank + t0 "database save" and then you could check who finished in t0 at exactly the same date and hour? is that what you mean by approximate?
I guess you can build yourself a script like this https://github.com/marzzzello/ddtime to get all team finishes...
ddtime is a script that helps you to find out with which other tees you finished a map in team 0 in DDNet. - GitHub - marzzzello/ddtime: ddtime is a script that helps you to find out with which oth...
20:33
5065bab fix swap does not swap no collision and no hook - C0D3D3V a7d4be0 Merge #5280 - bors[bot]
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c0d3d3v
I guess you can build yourself a script like this https://github.com/marzzzello/ddtime to get all team finishes...
ty
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cauldron
sorry still not satisfied, so last question, you mean the team ranks are also saved as solo ranks. so if you would finish a map with team you get a team rank + t0 "database save" and then you could check who finished in t0 at exactly the same date and hour? is that what you mean by approximate?
yes
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cauldron
ty
I just checked out the teamrace table actually there are multiple team finishes ... so you do not have to use the t0 table... just querry the teamrace table
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19ae173 penalty tiles can be used to get a time of 0:00:01, this is fixed by - C0D3D3V f03d89f Merge #5277 - bors[bot]
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c0d3d3v
I just checked out the teamrace table actually there are multiple team finishes ... so you do not have to use the t0 table... just querry the teamrace table
Not for the same team, which means the entire set of members is the same
21:26
one player can be part of many different teams
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nice nice, so t0 is complete info. and then i will look for t0 finishes with same time stamp and same time. but still in a very rare case people could finish in t0 at the same timestamp with same racetime so i wouldn't know if it was team or not
22:01
i think im overthinking it
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cauldron
i think im overthinking it
no I think you are right... you can also use the finish time... team members would have the same time... But I think that team ranks, with same members get not converted to t0 ranks if they get overwritten... maybe you test it out xD (or look it up in the code!?) (edited)
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they still go into regular t0 ranks even if they get overwritten
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