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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 2022-07-13 00:00:00Z and 2022-07-14 00:00:00Z
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Didnt see it, sorry
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It was requested, and it is under consideration iirc
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yo guys
01:57
[MOD] Duel MOD (Page 1) — Modifications — Teeworlds Forum — Everything Teeworlds!
twinbop 1
01:57
dm with many new maps and ELO would be cool af
01:57
we can also add drrace things there like freeze of laser pullers
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``` FAILED: CMakeFiles/json.dir/src/engine/external/json-parser/json.c.o /usr/lib/ccache/bin/cc -D_FORTIFY_SOURCE=2 -march=x86-64 -mtune=generic -O2 -pipe -fno-plt -fexceptions -Wp,-D_FORTIFY_SOURCE=2 -Wformat -Werror=format-security -fstack-clash-protection -fcf-protection -O3 -DNDEBUG -fdiagnostics-color=always -fcolor-diagnostics -fstack-protector-all -fno-exceptions -Wno-implicit-function-declaration -MD -MT CMakeFiles/json.dir/src/engine/external/json-parser/json.c.o ...
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anyone have the link to the browser ddnet build?
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Smetanolub
https://www.teeworlds.com/forum/viewtopic.php?id=4760 maybe we should revive this mode?
DDnet dont revive mods, i would consider saying that it's killing them
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Anime.pdf
DDnet dont revive mods, i would consider saying that it's killing them
Not our fault mods don’t keep people interested long enough. We host new mods we promote new mods, not like we go around trying to kill them
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Ryozuki
I watch reddit vids without sound
https://www.youtube.com/watch?v=ZSt9tm3RoUU I used to listen to this music a lot, he's also a really good composer
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Learath2
Not our fault mods don’t keep people interested long enough. We host new mods we promote new mods, not like we go around trying to kill them
I think what he means is that you kill mods without noticing it
10:17
Since ddnet has a huge server list, new mods or evn old are kinda hidden in this giant amount of ddnet servers
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!grafik 80103888eae2fb8a9fd70ab0d7cd596b3ba39e22 0f097a0490bc711a1354df2516b6bebbfa095c93 d3eb9d6fe7d3777b23985063312410ef80fbe00a 24ad383211dc98e1c1886c054c604566a1561b77 ce54a0d07506f9c0b374d035fe5e8036bbac6c96 4a023342b7c3445874644c8c094458f177b04069 c6e195a39963874d4ba0d838dea58676de4f28eb 3f8fb732a38986cfaee06fc10312875fe7111582 0c69495522877ff44b60ebb6cdad14067c1c70c3 O...
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[quakenet] ChillerDragon BOT 2022-07-13 10:26:42Z
so you need ddnet clients server filter and exclude "ddnet" :D
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https://projecteuler.net anyone doing this?
A website dedicated to the fascinating world of mathematics and programming
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Once upon a time I did like the first 10, it's a little too mathy for me so I dropped it
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[quakenet] Konsti BOT 2022-07-13 11:39:18Z
@dev on latest client LAN server wont accept my password in autoexec_server.cfg. I have to open the server in terminal and copy that shitty cryptic password. (linux)
11:40
for rcon*
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you probably forgot to remove leading #
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[quakenet] Konsti BOT 2022-07-13 11:45:17Z
thanks! Never had to do that before
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someone know the master link for kog servers? i wanna know if a tee finished a specific map
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@kio ask on their discord
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idk where, there isn't a section
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[quakenet] ChillerDragon BOT 2022-07-13 12:02:24Z
pink rat
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Konsti: maybe try to have your autoexec_server.cfg in the user directory (appdata) then it should never get overwritten by updates
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[quakenet] Konsti BOT 2022-07-13 12:59:32Z
appdata :kek:
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ReiTW
Since ddnet has a huge server list, new mods or evn old are kinda hidden in this giant amount of ddnet servers
We have a higher players / server ratio than the rest of TW. DDNet players: 2054, servers: 670, players / server: 3.1 Rest of TW players: 526, servers: 442, players / server: 1.2
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deen
We have a higher players / server ratio than the rest of TW. DDNet players: 2054, servers: 670, players / server: 3.1 Rest of TW players: 526, servers: 442, players / server: 1.2
yes, but I mean that that amount of servers kinda hide other small mods
13:03
but yes a big success to DDNet, pretty cool also
13:05
lol rly 670 servers
13:05
wtf
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[quakenet] Konsti
thanks! Never had to do that before
at least 3 other people had the same problem recently
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mem_copy(pSkinName, s_vSkinList[NewSelected].m_pSkin->m_aName, sizeof(g_Config.m_ClPlayerSkin)); saw this in the code and wondered, isnt it kinda bad style to use different variables for the value and the size? (edited)
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Idk the exact place you found that, but the pSkinName points to either clplayerskin or cldummyskin, and those are both the same size
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Learath2
Idk the exact place you found that, but the pSkinName points to either clplayerskin or cldummyskin, and those are both the same size
My bad. Yes, you are right pSkinName points to ClPlayerSkin 🙂
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When the client or server crash the fifo will be dead then the cleanup command hangs at echo "quit" > client1.fifo because the fifo is not responding and thus it is stuck there. which causes the user to probably ctrl+c at some point which then avoids client2 to be quit which might not have crashed So this commit checks if a fail_client1.txt file exits and if it crashed alread it will skip the call to the broken fifo

Checklist

  • [x] Tested the change ingame
  • [ ] Pr...
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Learath2
Once upon a time I did like the first 10, it's a little too mathy for me so I dropped it
yeah im not consistent, but i like the urge to code something really small.
15:03
to solve the prob
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cauldron
yeah im not consistent, but i like the urge to code something really small.
I like programming and CS oriented challanges more, so doing leetcode and Advent of Code is how I scratch that itch
15:24
? xd
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Gollip, gollip
15:26
@heinrich5991 should we do anything about that? Unlikely they actually support 16k players
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Wait how much resources and what hardware would a server need if it could support that many players (edited)
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I don't think any simple modification to the code could allow that many players to inhabit the same gameworld
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you can have them as spectators though, would be easier
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Ah, that you could probably support
15:43
I guess that just requires a very beefy network and a fast cpu that can push out the packets in time
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f238c55 Fix integration tests hanging on crashes - ChillerDragon 944c80a Merge #5630 - bors[bot]
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Ravie and I just revise part of the "hud.png" and now just talking about merging it with extras.png and the new shields from game.png. for example like that: Now the question, do we want to also add arrow.png and strong_weak.png to it, so we have all textures related to our game in one png? (edited)
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c0d3d3v
Ravie and I just revise part of the "hud.png" and now just talking about merging it with extras.png and the new shields from game.png. for example like that: Now the question, do we want to also add arrow.png and strong_weak.png to it, so we have all textures related to our game in one png? (edited)
nice
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Jupstar ✪
nice
So what do you think, is it ok if we add arrow.png and strong_weak.png too?
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they are hud elements, I don't see why not
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wouldn't be nice to have all those Assets from one custom ingame tileset, so you don't have to customize every single one of the hud elements which has custom variants in the game.pngs? 🙂
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well i personally don't care too much, nothing speaks against more images either, we should just think about what is useful for future now already, bcs after 1-2 years there are many customized versions of this image and adding stuff then is not really easy. So I guess it wouldn't hurt to add as much as possible now
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Cellegen
wouldn't be nice to have all those Assets from one custom ingame tileset, so you don't have to customize every single one of the hud elements which has custom variants in the game.pngs? 🙂
but not all elements have the same size i guess?
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c0d3d3v
Ravie and I just revise part of the "hud.png" and now just talking about merging it with extras.png and the new shields from game.png. for example like that: Now the question, do we want to also add arrow.png and strong_weak.png to it, so we have all textures related to our game in one png? (edited)
If you can mash them together, you could potentially save more space
16:26
in a coding standpoint too
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Cellegen
wouldn't be nice to have all those Assets from one custom ingame tileset, so you don't have to customize every single one of the hud elements which has custom variants in the game.pngs? 🙂
I do not understand what you mean xD
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Cellegen
in a coding standpoint too
In code there is no need to
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c0d3d3v
I do not understand what you mean xD
nvm that, anything which will improve hud editing is nice anyway
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c0d3d3v
In code there is no need to
I mean, all those hud Assets can be accessed through one tileset, but I guess it only needs the id of the cells
16:28
So yeah 0 iq moment from me
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Eh, easier for customization if we have more pngs I guess, but with spritesheets it's easier to get a consistent look
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c0d3d3v
Ravie and I just revise part of the "hud.png" and now just talking about merging it with extras.png and the new shields from game.png. for example like that: Now the question, do we want to also add arrow.png and strong_weak.png to it, so we have all textures related to our game in one png? (edited)
in one png, movement arroes? jump arrow? herewith i apply for a place for those in that png as well
20:11
if you put strong weak indicator there, if i understood correctly, why not those as well?
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fca6bae Rename cl_show_quads -> cl_showquads - def- dafc398 Merge #5511 - bors[bot]
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cauldron
in one png, movement arroes? jump arrow? herewith i apply for a place for those in that png as well
already working on that
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c0d3d3v
Ravie and I just revise part of the "hud.png" and now just talking about merging it with extras.png and the new shields from game.png. for example like that: Now the question, do we want to also add arrow.png and strong_weak.png to it, so we have all textures related to our game in one png? (edited)
i guess its arrow png, nice. i like it, then you can have all the hud icons have the same style, i really like it
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there is no automatic refreshing of the server browser list when you focus it, or at least i sometimes have to refresh / see myself on a server i just left. is that worth creating an issue? to refresh it at some more occasions
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what do you mean by focus it?
22:14
When you switch tabs in server browser (internet -> ddnet etc) it auto-refreshes
22:15
you mean opening the server browser while ingame should also refresh it? I'm not sure if that's intuitive
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what you guys use for diff tool and merge tool?
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none, tell me if you find good ones 🙂
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p4merge is popular, but I always just used diff and vim
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i use meld, but the merge isn't that good when there's conflict
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