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Between 2023-12-11 00:00:00Z and 2023-12-12 00:00:00Z
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yea i agree
00:00
i want his head.
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lerato is forgotten feelsbadman
feelsbadman 4
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Stepfunn
Hello ddnet admins & devs So me and a bunch of other people were just wondering about what happened to the account system and if there will ever be one to potentially come. It would be nice to know about the problems and plans surrounding this topic. Especially as it seems like the whole community wants something like this implemented (i. e. the survey that was done in the past in ⁠announcements ). Probably the whole community would like to know about what's actually going on there so that perhaps solutions could be found. Be it by funding and therefore paying the devs if that is the problem or by anything else (depending on how this whole thing turns out), I think many people would be glad to help. Best regards @deen @murpi @Robyt3
do it yourself pepega
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LMAO (edited)
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thats my account yes
00:07
you dont need to remind me
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they be talking wild
💀 1
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a a a all my fellas
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LCSG47 would pay you (edited)
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Mio would slide y'all some crypto dw about it
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Voxel
do it yourself pepega
we do not want to force anyone to work on it. we just want to have an open discussion because it kinda got swept under the rug with no communication at all
f3 1
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Does anyone have a bind to change the buttons of different binds? Example: I am doing hammerfly and I want to stop doing that and the dummy doesn't hit anymore.
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z0rba
Mio would slide y'all some crypto dw about it
frfr
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ngl, if ever we get account systems in ddnet, I'll 100% try funding that.
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Yes, I would get a 3rd job just for funding ddnet
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I feel like the whole thing didn't progress because the voices of the people who didn't want the account system were louder and because of non-agreement on the 'type' of the actual implementation. Each active dev has his own ideas, and ofc each idea has pros and cons
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go talk louder than konsti then
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Stepfunn
we do not want to force anyone to work on it. we just want to have an open discussion because it kinda got swept under the rug with no communication at all
it never got swept under the rug with no communication at all, the communication is in a place where if you urself had self interest would have found, its always available and you got linked to it already: https://github.com/ddnet/ddnet/issues/3411#issuecomment-1534189301
Summary by UnlucksMcGee (thanks a lot!)
10:23
the thing is, this is a volunteer project, this is a complex feature involving many moving parts and its hard to coordinate, there are many ways to go on about it, each with different drawbacks and pros, it also needs quite lot of work, people have jobs, their life etc, we don't have many new devs too, i dislike how u make it seem like people who work on this project tried to hide the accounts work, not at all, people just have their lifes
10:24
dont assume bad faith
10:26
also about paying devs: maybe a money incentive may make some dev work on it, but ultimately people need to keep their jobs and monthly wage, im sure it would be rly hard to afford to pay fulltime someone, even then i myself would think it hard before becoming a full time dev on a volunteer project, there is almost 0 job security as in you could stop being funded anytime unlike in a real company etc
10:28
in case u dont want to click the link
10:28
ill paste the text
10:28
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struggle
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Summary of this Accounts discussion as of 2023/03/31

Benefits of Account system

  • Verified users, preventing impersonations with fake finishes, and easier event organising.
  • Player roles/badges in-game, e.g. moderator, mapper, donator, tournament winner etc.
  • Moderation simplified for bans, mutes etc. Can't evade bans through a new IP.
  • Friend lists.
  • Clans.
  • Maps and skins can be bound to author accounts.

Drawbacks of Account System

  • No reasonable way to correctly link unverified accounts to new accounts for points transfer. Perhaps players can "link" their account to an old accountless username, but this won't be verified and will show up as a separate section on the account page.

Concerns

  • Worry about unknowingly leaking private keys related to login ("just send me this file and that file"), if credentials are stored locally. ## Design Requirements

Must-haves

  • Playable without authentication
  • Authenticate client via a login mechanism
  • Records and identity moved from name to a unique identifier UID (only necessary between client and master e.g. /w stays same)
  • Support account recovery

Desirables

  • Preserve old points so progress is not lost
  • Avoid storing confidential information
  • Decentralized authentication

Undesirables

  • Force accounts onto users
10:29

Future plans/suggestions to consider

  • PlayerRoles: Needed when wanting to grant permissions based on role e.g. tester, mapper, admin etc. (can be left out for now)
  • Clans: Needed when wanting to support clans (can be left out for now)
  • ConfigSettings: Save certain user config settings for syncing across devices? ## Proposal 1 by kyle-bradley
Suggested database structure Explanation for existing tables:
  • RaceCheckpoints: I noticed the majority of maps had these columns unused and when they did it was variable. Felt it could benefit from being its own table for that flexibility
  • DifficultyTiers: There is a coupling between difficulty levels, tiers (i.e. stars), and points. Unless I am mistaken, you wouldn't have a map with the same level, tier but different points. This allows for a singular location to maintain that association
  • Server: This logic is housed informally somewhere, so useful to bring it in here where the data is structured and queryable

    User Flow

    1. /login - email in server || alternative is to have a login UI button
1. /otp - email -code in server || alternative is to have a dialog post clicking login 1. Success!

Implementation

1. Client sends the email address to the master server 1. Master server sends an email with a pin to the address. The pin is a unique identifier generated off the email similar to a hash 1. Client sends the pin, email address, name, and country code to the master server 1. Master server checks if the pin matches the email address. If so, sends back access_key and upserts the account info. Master server doesn't have to be the same as the current.
10:29
The objective was to create a secure account system while still adhering to the principle of an open database. This is achieved through a static secret salt and generated salt per pin. 1. User requests login 1. Entry into PinTable made with:
  • Lookup: Hash of email address and secret salt
  • Readable Code: Deterministic Guid created from the email address, salt, and a different secret salt
  • Valid Timestamp: 12 hours
1. User supplies readable code and email address - client will send through name and country code as well
  • Lookup: hash of email address and secret salt. If still within valid period, fetches readable code
  • Compares associated readable code with the supplied code
  • If valid gets or creates the user with a new access key
1. Future account requests to be made with the access key. I'm no security expert so welcome any feedback.

Proposal 2 by def-

1. Central account server to register on and log in to administer your account 1. Account server returns private key token to player, stores public key token 1. When client joins a game server, game server asks account server for the currently valid public key tokens. 1. Game server sends challenge to client, client uses its private key token to solve it. Thus evil server hosters can't steal tokens and impersonate players. 1. Allow every username to be registered an unlimited number of times, assign a random integer to the username (similar to Discord). Players add friends using the name+id. Nicknames can be used in-game, but actual name+id are also shown. Thus we have no effort to make sure players are claiming names of known players already.
10:29
Don't move points from old accountless world. Keep them around as non-account players and players can keep using them forever. Alternatively, start a season 2 of DDNet instead where account players start at 0 points, but can collect new achievements, only available for logged in players. Something like the Duolingo achievements, to motivate players to use accounts. "There seem to be a lot of conflicting ideas and wishes for season 2 and accounts. After some discussions, instead of a reset we will keep gradually improving DDNet." - deen Some additional discussions regarding new setups proposed in season 2 are here, but could be useful for general account discussions.
10:29

Next steps

1. Check if the community likes this idea, done 1. Figure out how to safely get authentication data from other players to your client. We could only trust the http master server for this, which we also run, and not the game server. Registration server could tell the http master who is logged in where. 1. Implement a backend to register accounts from website/client. In case of DoS attacks put it behind cloudflare and force registration from website 1. Implement a frontend to administer your account from website/client. Register, delete account (disables but keeps ranks), change email address, change password, connect to some auth service (mainly Steam I guess). 1. Figure out how to make registration for Steam users "one-click". Can we get their Steam ID and connect them to Steam automatically to sign up? Then no email and password required. 1. Think about what achievements we want to have and make them show up on website/client. Some should be stackable so you can improve on them, design some nice graphics for them:
  • Number of days with finishes every day: 7 days / 14 days / ...
  • Long finish: 4 hours / 8 hours / ...
  • Reach points: 1000 / 2000 / ...
  • Team rank with same friend on number of maps: 10 / 20 / ...
  • Perfect time finish with :00.00
  • Team finish with large number of players: 16 / 32 / 64
  • Top ranks: 1 / 2 / 4 / 8 / ...
  • All maps finished on server: Novice / Moderate / ...
  • Account age and still active: 1 year / 2 years / ...
10:29
Are there any other major things we should change now that we have the chance of a "new season"? Things which could not be changed normally because of backwards compatibility? Skeith suggested disallowing team finishes "cheated" with dummies.

Additional notes by heinrich5991 and Learath2

Each client generates an asymmetric key and uses it to authenticate against each game server. This is transparent to the user. The user can "log in" to an account by giving an email address while authenticating with its private key. The account server will store a constant, never changing mapping of public key hash → account ID. This mapping is public and can be queried via an HTTPS endpoint so third party servers can also use it. The fact that the mapping is constant can be used to aggressively cache the mapping on all servers, lowering the impact if the authentication server is down. A user might play from multiple clients – the private keys aren't shared by default, instead the user logs in from multiple private keys. There are two methods I can think of to support logout. Either the client generates a new key (might have a bit of a bad UX because we then don't trust the client anymore), or we include an increasing login index, and use hash(public key + login index) as login identifier instead of hash(public key), meaning that logout would simply be incrementing the login index. In order to securely support login, the client-server connection must be encrypted and authenticated, otherwise MITM and proxying issues immediately appear. The login protocol should bind to the cryptographic session so that the login sequence cannot be forwarded to other servers.
10:29
Also see issue #5411 about secure server connections.

Another proposal from discussion in #developer channel

Perhaps accounts are mandatory. e.g. Old username is: MyCoolName New account name could be: MyCoolName#1234 You can opt-in to include the points of your former username with this account (but they're marked as "unverified")? Allow players to hide their account name (MyCoolName#1234) in-game to play anonymously. While that option is enabled, they lose the ability to add friends and other features (/points and showing rank in scoreboard) that need the account name etc. But they can still finish maps that can count toward their points. Mods can still see the account name. If someone has their account name hidden trying to impersonate someone, then you can just automatically assume that it's an impersonator.
10:29
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10:29
enjoy the read
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Can you dm me? For some reason i cant dm you. The new discord app broke.
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i say we do anything except whatever the hell kog did
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chillerdragon
windows
.
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who are u trying to dm
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Chillerdragon
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i dont think you can dm webhooks/bridges?
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This is what I see
10:33
Wait thats not a discord account
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thats what im saying
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to dm chiller join irc
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just write public in #developer you request isn't really secret
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Ryozuki

Summary of this Accounts discussion as of 2023/03/31

Benefits of Account system

  • Verified users, preventing impersonations with fake finishes, and easier event organising.
  • Player roles/badges in-game, e.g. moderator, mapper, donator, tournament winner etc.
  • Moderation simplified for bans, mutes etc. Can't evade bans through a new IP.
  • Friend lists.
  • Clans.
  • Maps and skins can be bound to author accounts.

Drawbacks of Account System

  • No reasonable way to correctly link unverified accounts to new accounts for points transfer. Perhaps players can "link" their account to an old accountless username, but this won't be verified and will show up as a separate section on the account page.

Concerns

  • Worry about unknowingly leaking private keys related to login ("just send me this file and that file"), if credentials are stored locally. ## Design Requirements

Must-haves

  • Playable without authentication
  • Authenticate client via a login mechanism
  • Records and identity moved from name to a unique identifier UID (only necessary between client and master e.g. /w stays same)
  • Support account recovery

Desirables

  • Preserve old points so progress is not lost
  • Avoid storing confidential information
  • Decentralized authentication

Undesirables

  • Force accounts onto users
read the linked text and maybe we can have a look at what community likes most, altho u need to understand the security and technical drawbacks copying @Jupstar ✪ comment on github: 👍 kyle-bradly - centralized Account system, mentions implementation details ❤️ Def - centralized Account system. User gets private key for auth. As far as I see ddnets account server would tell if the pub key is valid 😄Learath - from discord it sounds like he wants a classic centralized Account system with steam integration for easier registering.. so I assume for ddnet only(?) 🎉 Heinrich - accounts are decentralized(or partially? or are they at all?), but a list of keys bound to the user are account is hosted by ddnet which all game servers can download. Recovery is optionaly doable by setting an email. Account names like discord(?) 🚀 Jupeyy - decentralized or semi-centralized. Let the user choose if they want to use ddnet register service which also supports steam login or classic email login. Allow fully decentralized account where user has to make sure not to loose keys(can be used for new players that don't register over ddnet service directly to automatically have an account). Pub key is used to indentify. Key pairs per server group. Other game servers don't need to know about ddnet except for account recovery. For normal users this should feel like a centralized Account system. Can still be implemented even when starting with centralized accounts I guess for all system possible UI would be integrated into the client direclty React with emojis. I tried to only use positive emojis (edited)
10:38
@Jupstar ✪ xddd
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also i rly think we shouldnt do login commands in chat
10:39
instead we need a secure UI
10:39
so users dont leak anything xD
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my approach needs no UI
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7dm jupstar send nudes pls
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it doesnt even need any login
10:39
it doesnt even need any database access
10:40
the login is the encryption process
10:40
and the hash of the pub key can be stored directly into the rank
10:40
so it can never fail bcs of database outage
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Didn't all the new season (accounts) thing "stop" because there was so much hype devs got overwelmed? With so much "new stuff" being asked and none of it already being there
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Devinci
Didn't all the new season (accounts) thing "stop" because there was so much hype devs got overwelmed? With so much "new stuff" being asked and none of it already being there
bcs deen forgot he has a fulltime job xddd
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That's a bit how it felt
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Devinci
Didn't all the new season (accounts) thing "stop" because there was so much hype devs got overwelmed? With so much "new stuff" being asked and none of it already being there
that too, deen mentioned just accounts, but ppl started saying achievements and more stuff
10:41
also deen is busy rn 👶
10:41
😬
10:41
deenjr
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Jr Deen
10:43
when he is 6y old
10:43
or she
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Ryozuki
also i rly think we shouldnt do login commands in chat
Uh yeah lmao
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Ryozuki
also deen is busy rn 👶
ayo bro is daddy nowpoggers2
feelsamazingman 1
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Ryozuki
dont assume bad faith
I never did. I mention this all the time. I'm really thankful for every second people invest into developing the game. I'm just really sad because the account topic was brought up with a discord announcement which seemed like the devs came to the conclusion to actually work on a collective plan. Sadly the whole idea was delayed because people expected too much which ment there was no plan of actually implementing it still (edited)
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Stepfunn
I never did. I mention this all the time. I'm really thankful for every second people invest into developing the game. I'm just really sad because the account topic was brought up with a discord announcement which seemed like the devs came to the conclusion to actually work on a collective plan. Sadly the whole idea was delayed because people expected too much which ment there was no plan of actually implementing it still (edited)
Adding accounts of something existing isnt that quite easy - been there done that.
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Avolicious
Adding accounts of something existing isnt that quite easy - been there done that.
Yea we all know about the points problem. Thats one of the big questions. Should points be reset or not?
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Stepfunn
Yea we all know about the points problem. Thats one of the big questions. Should points be reset or not?
Well, we tried not to reset points
12:42
Long term players, like the ones playing for years, they trust server hosters to keep their stats available
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even with points reset, trolls will steal names (edited)
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Thank you @Ryozuki for providing the github summary! I haven’t read it full at this point but I will do so as soon as I get the time. However, I understand that there are different approaches by the devs anf expectations overall. The whole topic as of now simpy just seems a little off because of the publicly announced stop of working on it because „people expected too much“ and the closing of all channels etc. If the project is actually still in process then I think it would be good to have some kind of channel or at least something similar. Like this the whole thing wouldn’t seem so dead and people could actually talk about the issues and problems and discuss about which approach would be the best.
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<BµmM>
even with points reset, trolls will steal names (edited)
An option to the ticket system allowing people to contest for their names if it was stolen by a troll would be a way to "fix" this (edited)
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Freezy
Thank you @Ryozuki for providing the github summary! I haven’t read it full at this point but I will do so as soon as I get the time. However, I understand that there are different approaches by the devs anf expectations overall. The whole topic as of now simpy just seems a little off because of the publicly announced stop of working on it because „people expected too much“ and the closing of all channels etc. If the project is actually still in process then I think it would be good to have some kind of channel or at least something similar. Like this the whole thing wouldn’t seem so dead and people could actually talk about the issues and problems and discuss about which approach would be the best.
Discussions are great, but at some point someone has to decide which way to go. All of the listed approaches are good and valueable but there is always a trade-off. After the decision has been made, someone has to actually implement it.
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Avolicious
Discussions are great, but at some point someone has to decide which way to go. All of the listed approaches are good and valueable but there is always a trade-off. After the decision has been made, someone has to actually implement it.
Yes I understand this but at some point the whole thing has to be started in order to even get there.
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Freezy
Yes I understand this but at some point the whole thing has to be started in order to even get there.
It has been started over 1 year ago 😄
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It has been officially started and officially been cancelled. At least this is basically how it seems to be stated to the most of the community. Even now the whole process seems to be stuck because of complications that are being addressed on the one hand but not being discussed on the other hand so that solutions can be found and actual progress be made. Because as of now people can't even work on it because admins, devs & the community aren't sure about how exactly this should turn out. Therefore I'd say this is a call of the community to actually talk about those things. (edited)
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Because as of now people can't even work on it because admins, devs & the community aren't sure about how exactly this should turn out.
13:27
thats false
13:27
the only thing cancelled is deen himself working on it
13:27
any dev or ppl at any point can work on this
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The biggest issue is that all 3 of those have to agree on a compromise for any work to be done. None of the devs really want to put in time for something this large that might not be merged or liked by the community
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Ryozuki
the only thing cancelled is deen himself working on it
ah it's good to have this clarified, thank you!
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Learath2
The biggest issue is that all 3 of those have to agree on a compromise for any work to be done. None of the devs really want to put in time for something this large that might not be merged or liked by the community
That's totally understandable and it's obvious that you can't make progress there alone This is why we, the community (I'd just say that I speak for the community) are offering to help so that it can actually be discussed again how exactly this could work out.
13:36
Like if it for example was too much work as stated in the past because of too many expectations, I'm sure that people might already be justified by the basics of an account system in the first place
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Some part of the community will always be mad about changes
13:37
But imo if you just implement it, they’ll get tame over time
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thats not the problem here tho
13:38
its there are lot of ways to go on about this
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Well its what learath said
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btw i think the first thing we need is to add support for a secure encrypted communication channel
13:39
it will be needed regardless of the method
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I think the first thing that ddnet needs is an agreement between all admins
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not rly
13:40
we rly need the secure thing
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it's agreed that accounts, be it optional etc., are wanted
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all devs agree about wanting accounts xd
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but anything else is still subject to change xd
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Ryozuki
all devs agree about wanting accounts xd
But not about how its going to be implemented
13:41
and not just admins need to agree
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Iza
I think the first thing that ddnet needs is an agreement between all admins
nah, the secure channel thing is fine anyway
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(jupstar and i are not admins :d)
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everyone wants that, or at least nobody is opposed
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Ryozuki
all devs agree about wanting accounts xd
communtiy agreed to abt 90 % in the past also iirc
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I don't think we have a way to poll the community tbh
13:42
but most voices we heard were positive, there were also negative ones
13:42
the devil is in the details though
13:42
while "most people" might be in favor of accounts in the way they imagine it
13:43
you don't know how many people would be able to agree with any particular implementation
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Personally i'd just say to look over some other games with a successful account system and just copy paste
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Yeah. Let's not copy discord nor league. Thanks (edited)
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most arent open source and centralized by a company
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Devinci
Yeah. Let's not copy discord nor league. Thanks (edited)
Why not discord
13:45
Its a pretty standard acc system
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discord allows people to participate without an email address btw
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No. you need an email
13:45
if you want an account
13:45
you don't need to verify it though
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thats the same as not requiring one xd
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Those accounts get easily flagged as spam and most big servers exclude those accs
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yes and no. I could create an account using Ryozuki@whatever.com. but if you decide to do something about it I couldn't use it anymore
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also, discord locks out people randomly, too
13:47
requiring a phone number
13:47
not a good role model
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Well just leave out the phone number part
13:47
And its a great acc system
13:48
But does ddnet have to have an open source acc system?
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The only "great" thing it has that would suit ddnet is the separation between account id and account name, which you can change however you feel like
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Iza
But does ddnet have to have an open source acc system?
afaik most dev want that?
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In my eyes it just brings more complications than not
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Iza
In my eyes it just brings more complications than not
well, there's no way part of ddnet is going to be closed source
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yeah, but then we would become the thing clearly most hated in this community, which is kog 😠
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but I'm not sure what complications you see in an open-source acc system
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Jokes aside it it would ruin a big part of the purpose of this game
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I see some in a "decentralized" one, but I also want to have that ^^
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Im not an expert but i thought that you’d have to go out of your way to make the acc system private, where as in a closed source code you dont have to bother with it
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no, open-source isn't really a problem in any way here
13:53
"decentralized" might be a problem
13:54
So why not centralized then?
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At this point I'd be okay with giving up on decentralized. It's a developer thing, we enjoy decentralized stuff but it's not that important for the end user at all imo
13:57
But the idea is that if ddnet dies a decentralized account system doesnt die along with it
13:58
And that other mods can use the accounts without having to rely on infrastructure we'd have to host (like a central authentication server)
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or that people aren't able to DoS the authentication server easily
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or that you need db access for the login process
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Anyway, all cool stuff, for us. But also a massive engineering hurdle as there really aren't many examples around that we can take inspiration from (edited)
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there aren't many examples indeed
14:03
teamspeak3 is one
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we should all do our own idea. And who finishes first wins 😬
14:06
then i'm motivated
14:08
the idea is easier to implement if we have a secure channel already
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that is true
14:09
i honestly fear to rewrite SQLs for the website most xD
14:09
-100% motivation
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Ryozuki
the idea is easier to implement if we have a secure channel already
Still missing: timeout protection works on computers other than my own? works on windows? works for cross-compiling review protocol for segmenting messages, is there some sort of standard may...
14:10
but yea, definitely not finished
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Jupstar ✪
i honestly fear to rewrite SQLs for the website most xD
thats deen job
14:11
he is a magician now
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I can write SQL that makes your DBMS segfault or write wrong results, does that count as magic? 😄
14:13
that's not supposed to be possible
14:13
not even OOM, but segfault?
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Yes, thus I'm trying to find such cases in my main job, bugs to be fixed
14:14
(now with Rust mostly panics instead of segfaults luckily, but C++ was worse previously)
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Jupstar ✪
git submodule update
what is that
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Avolicious
Well, we tried not to reset points
u cant compare it, ddnet is way bigger
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Ali Furkan
what is that
fetch latest ddnet-libs
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Avolicious
Adding accounts of something existing isnt that quite easy - been there done that.
the most visited kog servers are the ones where you don't need an account, right?
14:35
for me its like, why should i make a acc for just a mod of a game
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like ddnet? ^^
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accounts are cool but not rly needed for teeworlds
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heinrich5991
like ddnet? ^^
i think its better to have a account for the whole game yes (edited)
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ddnet is just a mod of teeworlds, I doubt teeworlds is going to introduce accounts
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i was hoping u know what i mean
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Cøke
i was hoping u know what i mean
I think client-based accounts is the direction this is going already (edited)
14:40
Anyway, I was really hoping to get an extra channel on this server on the whole account debate so it isn't just forgotten in a few days again already as this is a constant wish of the community (at least from what I can tell)
14:40
or at least something similar
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You got github for that
14:41
if you mean something like a thread, imo it would also just get forgotten
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you can use github like a forum
14:41
make an account and post a comment
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I feel like only devs use github like ever - whenever I see a github post it always shows some dev talk that no one without IT-knowledge is able to understand so I always just ignore these posts
14:43
maybe it's just me but I don't think so
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feel free to make a post on the ddnet github
14:43
it's literally making an account like on any other website
14:43
and the post field is just a text box
14:43
if you can unzip ddnet, you can make a comment
14:44
oof, they modified the sign up form
14:44
it looks like a game now
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But what do you want that extra channel to be used for anyways? Most of the talk would be about the possible implementation of the acc system, it's already known it's (mostly?) wanted. If you were thinking about talking about more stuff than just accs, I feel it will just end up like the last time
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why would you enforce ppl to use github if we literally have an official community server on here, I just don't get it
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there are many smaller things that are already causing big problems... accounts will never come I think
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Freezy
why would you enforce ppl to use github if we literally have an official community server on here, I just don't get it
because discord isn't suited to this discussion
✅ 1
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we wait for months now for only new dc roles (edited)
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discord is suited to short-term things
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Cøke
there are many smaller things that are already causing big problems... accounts will never come I think
A lot of issues would be solved with acconts
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Devinci
A lot of issues would be solved with acconts
i liked the time where u didnt even had points
14:47
just -2344
14:47
and only when u finished (edited)
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Yeah, and I bet on those times you didn't have 100 players a day advertising some bot client, blockers, or whatever
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Devinci
But what do you want that extra channel to be used for anyways? Most of the talk would be about the possible implementation of the acc system, it's already known it's (mostly?) wanted. If you were thinking about talking about more stuff than just accs, I feel it will just end up like the last time
I don't think there should be focus on more stuff than just accs, one could think about that after the basics of the account system are there but no need to do that as of now. However, it seems like talk about the implementation of it is what's necessary as of now
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Yeah, so github is a perfect place for that
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heinrich5991
because discord isn't suited to this discussion
Iam still a fan of building a small team and discuss it in a private server, collect all informations, pros and cons and a clear plan and than present it from time to time.
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the next step of the accounts system (from my PoV) is a secure server connection
14:49
we don't have that yet
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Devinci
Yeah, and I bet on those times you didn't have 100 players a day advertising some bot client, blockers, or whatever
it was another time, ppl were just playing and had fun
14:49
no sadness
🇽 1
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I remember people botting >10 years ago
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heinrich5991
the next step of the accounts system (from my PoV) is a secure server connection
it seems like many people already agree on that 👍
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but nobody care about them
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I can't really see how people with not enough knowledge to open a github account could potentially help on that discussion. One thing is how users want them to be, then ig here it may be relevant to ask everyone on discord. But the biggest issue rn is about how to implement them
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in the begin i helped without acc
14:51
just by saying what to do
14:51
😮
14:52
or tell my ideas
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Freezy
it seems like many people already agree on that 👍
this is a possible start of an implementation. but it's not finished: https://github.com/ddnet/ddnet/pull/6961
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Devinci
I can't really see how people with not enough knowledge to open a github account could potentially help on that discussion. One thing is how users want them to be, then ig here it may be relevant to ask everyone on discord. But the biggest issue rn is about how to implement them
Alright, see that's very disrespectful and you're making assumptions, I know that you're a moderator but then you should probably just delete this message. It's not about the knowledge here and I am sure I would pretty easily be capable of creating an account. I just don't see the sense of it. Additionally the community is obviously an important factor on this whole matter.
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yes, anyone is welcome to comment on the ddnet github
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Devinci
I can't really see how people with not enough knowledge to open a github account could potentially help on that discussion. One thing is how users want them to be, then ig here it may be relevant to ask everyone on discord. But the biggest issue rn is about how to implement them
Is the biggest issue about how to implement them? From my understanding it's less about making it work and more about finding something that fits for everyone
14:55
Implementation comes after a consensus of what to do no?
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Draggory
Is the biggest issue about how to implement them? From my understanding it's less about making it work and more about finding something that fits for everyone
i would say its more about actually doing it xd
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Devinci
I can't really see how people with not enough knowledge to open a github account could potentially help on that discussion. One thing is how users want them to be, then ig here it may be relevant to ask everyone on discord. But the biggest issue rn is about how to implement them
i had also never a account on the website
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Freezy
Alright, see that's very disrespectful and you're making assumptions, I know that you're a moderator but then you should probably just delete this message. It's not about the knowledge here and I am sure I would pretty easily be capable of creating an account. I just don't see the sense of it. Additionally the community is obviously an important factor on this whole matter.
Yeah sorry for the disrespect, didn't really mean it (didn't know how to formulate it differently). But if I understood correctly the only thing we need to proceed with the creating of an account system is the common agreement of devs about how to implement it. Community is a very important factor but not for this exactly? idk
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Ryozuki
i would say its more about actually doing it xd
I thought y'all were still deciding on who's idea you're going to use to implement, I get that the implementation is hard but don't you still need to agree to a method first?
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Ryozuki
i would say its more about actually doing it xd
like testing things? ppl already waiting for it but nobody is doing the work 😄
14:58
🤷‍♂️
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Cøke
like testing things? ppl already waiting for it but nobody is doing the work 😄
no, like writing the code
15:00
xd
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yes what i mean
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nobody took on the task, its a big feature
15:00
which is why i always mention ppl have their own lives jobs, family
15:00
and that we dont have new devs
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Devinci
Yeah sorry for the disrespect, didn't really mean it (didn't know how to formulate it differently). But if I understood correctly the only thing we need to proceed with the creating of an account system is the common agreement of devs about how to implement it. Community is a very important factor but not for this exactly? idk
Given that the entire game is community based*, why wouldn't the community be important for this? If the devs put something in that no one really likes then it renders it kinda useless no?
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we are more experienced now but lack time, vs when we where younger and had insane time
15:01
atleast its how i feel about me XD
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it rly take so much time to bring new map category with new points?
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i did a bit of work to get new devs tho
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Devinci
Yeah sorry for the disrespect, didn't really mean it (didn't know how to formulate it differently). But if I understood correctly the only thing we need to proceed with the creating of an account system is the common agreement of devs about how to implement it. Community is a very important factor but not for this exactly? idk
I'LL JUST PRETEND LIKE I KNOW YOU DON'T MEAN IT DISRESPECTFULLY! 😂 I think it depends on how exactly you look at it. I think it was @Learath2 who said that basically admins, devs and community must share the same idea and therefore it's actually really important to know about the community wishes and needs. (edited)
👍 1
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Ryozuki
and that we dont have new devs
we do have new devs
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heinrich5991
we do have new devs
regular new devs*
15:02
devs that stay
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robyte
15:03
and probably more
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well robyte been around a bit now
15:03
also we lost some old devs
15:03
like eeee or HMH
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I think the project looks healthy currently
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it looks yes
15:03
just not enough for this feature? xd
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I think it is healthy, currently
15:03
ah
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Draggory
Given that the entire game is community based*, why wouldn't the community be important for this? If the devs put something in that no one really likes then it renders it kinda useless no?
Because honestly I don't think users really care about if the system is centralised, or not. or if they will realise their communication will secured or not, and a big etc. I would trust the judgement of the guys who implement it and are supposed to be more knowledgeable than most of us in this aspect. Community comes into play when adding features that they can see
🔼 1
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Freezy
I'LL JUST PRETEND LIKE I KNOW YOU DON'T MEAN IT DISRESPECTFULLY! 😂 I think it depends on how exactly you look at it. I think it was @Learath2 who said that basically admins, devs and community must share the same idea and therefore it's actually really important to know about the community wishes and needs. (edited)
look whatever, I'll just say a last thing before going. The idea was adding accounts, and most of us ( admins, devs and community) agree with it. if Somehow you are an expert at making account systems go at it and give all your propositions. I'm not really. So I'll trust them
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Devinci
look whatever, I'll just say a last thing before going. The idea was adding accounts, and most of us ( admins, devs and community) agree with it. if Somehow you are an expert at making account systems go at it and give all your propositions. I'm not really. So I'll trust them
I think we terribly misunderstood each other but whatever
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🤷‍♂️
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Cøke
u cant compare it, ddnet is way bigger
You can compare it. DDNet and KoG shares the same playerbase, currently we have 100k "registered" names and ddnet 800k. Not all of those names are unique players, some of this names do have 0 points or 1 point. You have to consider how you want the transition from non-accounted to accounted
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Avolicious
You can compare it. DDNet and KoG shares the same playerbase, currently we have 100k "registered" names and ddnet 800k. Not all of those names are unique players, some of this names do have 0 points or 1 point. You have to consider how you want the transition from non-accounted to accounted
im not sure
15:11
only one map has more players than whole kog
15:11
sometimes kog has more but yeah its one map
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So you assume that every name is a different player?
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im talkin about active playing
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Theoretically spoken, if I Multimapeasy with 3 different names, those are 3 different players
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not ranks
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Cøke
im talkin about active playing
The only one who is currently able to outperform KoG and DDNet on 1 server with the same map is @fokkonaut, because he did 128 players support 🙂
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cyberFighter
i dont think you can dm webhooks/bridges?
can you explain me how chillerdragon works in more stupid terms
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Avolicious
The only one who is currently able to outperform KoG and DDNet on 1 server with the same map is @fokkonaut, because he did 128 players support 🙂
idc about all this, just saying
15:14
i also never understand why ppl play block 🤷‍♂️
👆 1
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Because some devs offers such service
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but whats the most visited kog server?
15:15
without A ?
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Avolicious
The only one who is currently able to outperform KoG and DDNet on 1 server with the same map is @fokkonaut, because he did 128 players support 🙂
I think he's referring to online players on all servers in the category,
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Cøke
i also never understand why ppl play block 🤷‍♂️
Next time try to keep personal preferences out of a discussion like this xd It's about the technical part that makes this possible, not block itself.
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Draggory
I think he's referring to online players on all servers in the category,
yes like that but for one map
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Draggory
I think he's referring to online players on all servers in the category,
And now a statistic without dummys, please 🙂
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Avolicious
And now a statistic without dummys, please 🙂
You make a good point
15:17
I do think the chn server makes a bulk of it though
15:18
Granted, idk how many chn dummies there are
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with accounts we could know dummies more or less iirc
poggers2 1
15:18
actually rn we could but it would be ez to bypass
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Ryozuki
actually rn we could but it would be ez to bypass
Accounts dont offer protection against this
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But it adds proper moderation
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why is he saying stop discussing this? xd
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He scared of accounts
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not that
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well ill talk about what i want as long as i dont break rules
15:20
idk what hidden motives u have
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idiot
troll 2
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what to do if you get a ban for a bind (kfg) [I wrote it myself!] which changes colors and it says cheat client in the ban (edited)
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A bind that changes your tee color's wont ban you as far as I'm aware, so it's probably not that. Open a ticket on #✉-create-a-ticket if you want to appeal for your ban (edited)
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Devinci
A bind that changes your tee color's wont ban you as far as I'm aware, so it's probably not that. Open a ticket on #✉-create-a-ticket if you want to appeal for your ban (edited)
am i stupid or does that sentence make so sense? xd
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Nah not just you
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it deosn't make sense
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I updated my ddnet-libs but it gave same error
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Ali Furkan
I updated my ddnet-libs but it gave same error
you dont need to install the vulkan sdk
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I did ?
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i mean you screenshot includes the directory called VulkanSDK
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Ali Furkan
I updated my ddnet-libs but it gave same error
anyway can you take a screenshot of your ddnet-libs directory
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ok that looks fine
20:45
so in the directory in your screenshot is there no glslang.exe?
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there is
20:45
I checked
20:45
alsa Validator is ok
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ah btw
20:45
did u not select 64bit generator
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I did I guess
20:46
wait a sec
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bcs it wants to install it to 32bit program files
20:46
that's a bit weird
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I didnt understand
20:47
what should I do
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delete the current config and try again with 64-bit
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I did
20:48
it gave same error
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Ali Furkan
I did
ah ok
20:49
is the install path still x86?
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path of what ?
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send new screenshot
20:49
when it failed
20:50
same
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can u copy paste the error?
20:50
as text
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very useful error message xD
20:52
not your fault
20:53
did you install vulkansdk only for ddnet?
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yes I installed for it, but I installed all things about vulkan
20:53
libs exc.
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do you want you client to have vulkan support?
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then just disable it
20:54
it's one of the red options
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I triede but dont know how
20:54
wait
20:58
Configuration succed, and I clicked "Generate"
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nice
20:58
now u can press open project
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but when I click to open project anything doesnt open
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look in the build dir
20:59
if there is a visual studio project
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@Jupstar ✪ Iam ashamed but.. which one
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ddnet.sln
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did u install rust?
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yes
21:19
is access about my user profile ?
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ah u also need to set ddnet as start project
21:20
ALL_BUILD is not startable
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I understand nothing justatest
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open the project list
21:22
project overview
21:22
whatever its called
21:23
"Solution Explorer" it's called apparently
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and
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rightclick ddnet
21:24
"as start project"
21:24
cant help you better, i dont use VS sry
21:25
that's what i did 5 years ago
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thanks for all
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since then i didnt start it
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no problem I understood
21:25
probably be fine from now on
21:25
said at the end :D
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@Jupstar ✪ I did btw. it is working
21:33
I WANNA HUG YOU
21:34
all the ideas in my mind would blow my head
21:34
now I have opportunity to do whatever I want
21:34
my fingers... shaking...
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