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One-way IRC channel bridge. If you want to be able to send messages to IRC, contact @Dune or @heinrich5991. https://www.teeworlds.com/?page=docs&wiki=rules/irc_rules
Between 2019-02-03 00:00:00Z and 2019-02-04 00:00:00Z
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[quakenet] <Dune> heinrich5991, why is Localize no longer in localization.h?
01:04
[quakenet] <heinrich5991> it was declared in two places
01:04
[quakenet] <heinrich5991> I kept the one that was used (gameclient.h)
01:04
[quakenet] <Dune> it's an extern?
01:04
[quakenet] <Dune> isn't it better to keep the extern and include localize.h?
01:04
[quakenet] <heinrich5991> ("extern" is redundant)
01:05
[quakenet] <heinrich5991> I considered doing that, it's also possible
01:05
[quakenet] <heinrich5991> the current way you don't have to include localize.h in every file that includes gameclient.h
01:06
[quakenet] <heinrich5991> doing it the other way would get the function declaration into the corresponding header file
01:06
[quakenet] <heinrich5991> I can change it if you prefer the other way :)
01:07
[quakenet] <Dune> I mean, sure, why not, it's most convenient
01:08
[quakenet] <Dune> (the way you did it)
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[quakenet] <TeeSlayer> Why does EMOTE_BLINK look so different in 0.7 compared to 0.6?
16:10
[quakenet] <TeeSlayer> different as in lower quality
16:12
[quakenet] <TeeSlayer> it also looks like that without ninja
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hey teeslayer
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[quakenet] <Oy> probably due different rendering
16:17
[quakenet] <TeeSlayer> hi fokkonaut
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How do i support 64 players without hiding the server from the browser?!
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[quakenet] <Oy> don't use an official gametype
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[quakenet] <TeeSlayer> Oy: I think it's the right gametype, but he's porting a 0.6 modification I think^^
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[quakenet] <Dune> TeeSlayer, the point is that the server will not show up if you use an official gametype
17:16
[quakenet] <TeeSlayer> let's wait whether that solved fokkonaut's problem :)
17:16
[quakenet] <TeeSlayer> you're probably right though
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[quakenet] <TeeSlayer> Will I actually get kicked/banned if I authenticate the rcon after the vote start?
17:28
[quakenet] <TeeSlayer> Because the server doesn't abort the vote.
17:28
[quakenet] <rand> iirc, the kick/ban command will fail
17:29
[quakenet] <rand> try kicknig yourself from rcon
17:30
[quakenet] <TeeSlayer> it's not that easy if you have the same IP address :)
17:30
[quakenet] <TeeSlayer> but good to know, thanks
17:30
[quakenet] <TeeSlayer> I think moving admins/mods to spec shouldn't be allowed either
17:30
[quakenet] <rand> you're right, that's not a good test
17:34
[quakenet] <rand> in fact, you can't kick yourself, you can't kick an authed client
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TeeSlayer, no, i started this mod in 0.7 beta
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[quakenet] <TeeSlayer> ah ok
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How did you get the 64 player support? Mind creating a pullrequest?
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[quakenet] <TeeSlayer> @fokkonaut is it the right gametype?
17:37
[quakenet] <rand> in variables.h, you can replace MAX_PLAYERS with MAX_CLIENTS
17:37
thanks (edited)
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[quakenet] <rand> for the sv_max_players variable
17:37
[quakenet] <TeeSlayer> @fokkonaut btw can you try to support the new map format, as used in the race by redix (or ddr by dune)
17:38
[quakenet] <TeeSlayer> for example have a look at the run_guy server
17:38
17:39
rand, it still wont be shown
17:39
TeeSlayer how did you get it to work for the server you are hosting with my mod?
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[quakenet] <rand> what is your setup ? gametype/max_players/max_clients ?
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Chilli (for now, will change it soon), 64, 64
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[quakenet] <TeeSlayer> @fokkonaut I simply compiled it and started it. but for some reason it overwrote 64 player/clients with 16
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nope, you have 64 support
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[quakenet] <TeeSlayer> ah true
17:41
[quakenet] <TeeSlayer> 64 client support
17:41
[quakenet] <TeeSlayer> but not players
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[quakenet] <TeeSlayer> sv_player_slots 64 is in my chilli config
17:42
ok ok
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[quakenet] <TeeSlayer> I'm using the commit "add map"
17:44
[quakenet] <TeeSlayer> ok now the new commit, it seems to work
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[quakenet] <rand> @fokkonaut: is your server shown when sv_player_slots is lower than 16 ?
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[quakenet] <rand> are you testing locally or online ? (for me to test)
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local
17:47
lol?
17:47
if i use a value < 16 it still shows 16, and if its > 16 the server wont be shown at all
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[quakenet] <TeeSlayer> I thought it's fixed? My server has 64 clients and 64 players
17:48
[quakenet] <TeeSlayer> & it's shown
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idk but for me it doesnt seem to work
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[quakenet] <rand> did you restart your server with max_clients = 64 ?
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i changed it in the code, not in the cfg
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[quakenet] <rand> this can't be change at runtime
17:49
[quakenet] <rand> the default value is still 16
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i changed it
17:49
in variables.h (edited)
17:50
MACRO_CONFIG_INT(SvPlayerSlots, sv_player_slots, 64, 0, MAX_CLIENTS, CFGFLAG_SAVE | CFGFLAG_SERVER, "Number of slots to reserve for players")
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[quakenet] <rand> what about sv_max_clients ?
17:50
[quakenet] <Dune> just change the MAX_PLAYERS #define ;)
17:50
[quakenet] <Dune> ah nvm
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doesnt work aswell
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[quakenet] <Dune> strange, should be straightforward
17:51
[quakenet] <Dune> maybe because player slots is 16?
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i set it to 64
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[quakenet] <rand> @fokkonaut: what about sv_max_clients ?
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where should that be?
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[quakenet] <rand> in your config
17:52
[quakenet] <Dune> ah, this was sv_players_slots, my bad
17:52
[quakenet] <rand> like sv_player_slots
17:52
its 64
17:52
i told you already :)
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[quakenet] <rand> you show me the line with sv_player_slots so I thought there was a misunderstanding ^^
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so i can change the MAX_PLAYERS to 64, but when i change it in the variables.h it will not show the server. if i manually connect it will show 1/0 players in the server info tab
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[quakenet] <rand> do you have python ?
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yes, sure
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[quakenet] <rand> from the "scripts" folder, run it (interactively), then "import tw_api; print(tw_api.get_server_info(('localhost',8303)))" should help
17:56
[quakenet] <rand> there is something wrong with what your server send
17:57
[quakenet] <rand> probably saying that it has more player_slots than possible clients or something like that
17:58
ah
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[quakenet] <rand> you should get what your server send with the script, then compare with what you expected versus what you get
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it says "None"
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[quakenet] <rand> meh
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probably because i based my mod on 0.7 beta
17:59
ima try something
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[quakenet] <rand> with both config (the one that appears in the server browser, the the other one) ?
18:02
[quakenet] <rand> (you may want to decomment lines 169-171 in scripts/tw_api.py if you still get None)
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fixed it
18:03
i dont know what was the problem, but i just took my source and pasted it into the current twsource
18:03
it was because there was still stuff from 0.7 beta
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[quakenet] <rand> better rebase your work on 0.7.1 (or earlier) :)
18:05
[quakenet] <TeeSlayer> @fokkonaut I created an issue :P
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ah still doesnt work
18:08
fml, i dont care (edited)
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[quakenet] <rand> just check your server answer :)
Exported 117 message(s)