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Between 2020-02-02 00:00:00Z and 2020-02-03 00:00:00Z
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forum spam escalation.
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That idea from JewZeus could work on casual servers other than that i'd prefer a matchmaking system
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@heinrich5991 why did you remove g_Config?!...
13:49
this is so shitty... especially for mods where the global config vars are used everywhere ._:
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ChillerDragon 2020-02-02 13:50:32Z
seems like we have to adapt all mods to make it less annoying
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@heinrich5991 your protocol_ex thing uses g_Config in protocol_ex.cpp, how would i access it now? (edited)
13:53
I just put class CConfig *m_pConfig; in the header now, lets see
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sorry, @oy...
14:00
not heinrich
14:05
btw, in character.cpp you dont need to go over the gameserver to access m_pconfig, CEntity has it already
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ChillerDragon 2020-02-02 14:06:09Z
Oy: maybe next time before doing such a big change do a pr and wait for some comments or even a issue
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[quakenet] Oy BOT 2020-02-02 14:06:32Z
huh?
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ChillerDragon 2020-02-02 14:06:39Z
the g_Config thingy
14:07
does bring some inconviences for developing imo and for sure for maintaining modifications
14:07
would be nice if others could veto such changes to the code base
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ChillerDragon 2020-02-02 14:08:02Z
it does not make it easier to update to 0.7
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btw, in character.cpp you dont need to go over the gameserver to access m_pconfig, CEntity has it already
CEntity has Config(), which returns m_pGameworld->Config()
14:09
so, from all entities you can just use Config() instead of GameServer()->Config
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Best way to update things to 0.7: rewrite them :)
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Oy: I don't think this is true
15:19
(that it needs to be done for running a server from within a client)
15:19
could you come up with a way to get those debug values?
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pass it or the config as a parameter
15:20
(pass the bool Debug parameter or CConfig *pConfig)
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i tried, but in test/ex.cpp you'd need to pass it aswell
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then pass it there as well, I guess
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you cant access the config from there
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that can't be true. if the client can create a config, then so can a test
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Well, then its just not added to test I guess?
15:22
can you help me? :/
15:23
I just have windows, and there its building and running fine
15:23
test debug fails
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gonfig not global -> meh
15:32
config
15:32
still forum spam.
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dealt with
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[quakenet] Oy BOT 2020-02-02 15:39:25Z
the server has to run in a thread
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ah okay, synchronization problems, fine
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makes sense
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Hey, after I updated my mod to vanilla master, inclduing oy's global config removal, the GitHub test fails, because it crashes when you open the server with an argument. Can someone take a look? https://github.com/fokkonaut/F-DDrace/tree/F-DDrace
17:10
because i use custom configs at more places tha vanilla does I needed some workarounds, e.g. pass config to some other functions etc.
17:10
but i dont understand why there is this error
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[quakenet] Oy BOT 2020-02-02 17:14:16Z
check where it crashes, probably an initialisation issue
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I cannot check it, have no setup for it. I use visual studio and I dont know how or if its possible to start the program through VS with a command line argument
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yes, it's possible to start a program in visual studio with a command line argument
17:28
it'd be stupid if it weren't possible
17:28
have you tried googling it?
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[quakenet] Oy BOT 2020-02-02 17:28:40Z
solution explorer
17:28
properties on ur application
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use the visual studio shell for it
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[quakenet] Oy BOT 2020-02-02 17:28:54Z
paramters
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@Assa can you debug from that shell?
17:29
btw, i don't know
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yea, but fokkonaut wanted to debug
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[quakenet] Oy BOT 2020-02-02 17:35:14Z
@fokkonaut do u get it, or shall i upload a pic?
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I got a bt from heinrich, but I cant figure out the problem
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windows sucks.
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visual studio also kinda sucks if one tries to use it after having never used it before.
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it has a quite nice debugger built in though
17:52
I was able to use it without a manual back then
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windows keeps doing custom solutions for every shit so vs is very very overloaded
17:53
that's my main reason i don't use it
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I cant find a way to use command line arguments in visual studio
19:04
google entries didnt work
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[quakenet] Learath2 BOT 2020-02-02 19:08:45Z
Didn't you hear? Overbloated software is all the hype nowadays
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2020-02-02 20:20:02.02 incoming in middle european time (UTC+1)
21:36
is this cast ((CConsole*)pInfo->m_pUserData) ok?
21:36
i noticed no problem with this, pInfo is a CConsole::CCommand
21:37
and m_pConfig, which i want to access, is member of CConsole
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it looks wrong
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is the pointer stored in pInfo->m_pUserData of type CConsole *?
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you don't access m_pConfig, you access m_pUserData
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if(pCommand->m_pfnCallback == Con_Chain) { CChain *pChainInfo = static_cast<CChain *>(pCommand->m_pUserData); whats that? xd
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that check assumes that the data associated with the callback of Con_Chain is of type CChain *
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well, my console cast doesnt really work
21:49
does anyone have an idea how i could nicely access the config from CConsole::NextCommandInfo()?
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ChillerDragon 2020-02-02 23:02:01Z
What about choosing a random or first best map from maps directory when sv_map is not found? Would be easier to help others when the error description would be „how change map not work!!“ instead of „server not work“
23:02
Also it could make most configs one line shorter since any map from the own map pool is mostly something people would put in sv_map anyways
23:04
Oh and also there is sv_map and change_map we could make it that sv_map actually can’t change the map so admins can savely exec autoexec.cfg without interrupting the game with a map change
23:41
working on something...
Exported 90 message(s)