00:01 <@deen> yeah, from what I can gather it's indeed internap that does the filtering 00:01 <@deen> and it seems pretty interesting how they do it 00:01 <@deen> each type of attack is only reported once, then it never seems to bother us anymore 00:03 <@deen> Savander: what are you planning to use the server for? 00:03 < Savander> now 00:03 < Savander> for teesting 00:04 < Savander> later 00:04 < Savander> for teeworlds.com.pl 00:04 < Savander> tournaments, etc 00:04 < Savander> and few vanilla seervers 00:07 < Savander> but i thing it's too bad 00:07 < Savander> for smth like that... 00:07 < Savander> ;/ 00:08 < nuborn> hi, have you thought about adding prediction for hook strength? 00:09 <@deen> nuborn: hook strength? 00:09 <@deen> ah 00:09 <@deen> strong or weak 00:09 < nuborn> yes 00:10 <@deen> hm, it depends on the order of kills 00:10 < nuborn> the order of respawns I think 00:10 <@deen> the client is notified of kills 00:10 <@deen> oh, that's even worse then 00:10 <@deen> yeah, respawns 00:10 <@deen> So how would you get that information to the client? 00:10 < nuborn> actually, I was going to suggest creating new netobjs with info about this, and sending it 00:11 <@deen> Well, there is no more space for new netobjs :P 00:11 < nuborn> relly? I tested it! 00:11 <@deen> Someone needs to make a hack to allow more 00:11 <@deen> maybe it wasn't netobjs, but netmsgs 00:11 <@deen> (or whatever they're called) 00:11 <@deen> so when do you want to send it and what exactly? 00:12 < nuborn> oh, I meant netobjs. I tried creating a new one, and it worked. 00:12 <@deen> (still need someone to allow us more netmsgs, for stuff like server_capabilities) 00:12 < nuborn> the same time the character info is sent, since the info belongs to the character 00:12 <@deen> Yeah, netmessages are all filled up 00:13 <@deen> character info? what's the name of that netobject exactly? 00:15 < nuborn> CNetObj_CharacterCore 00:15 < nuborn> is the normal one 00:15 <@deen> That's sent a lot, isn't it? 00:15 <@deen> You really want to send another one, just as often? 00:15 < nuborn> the server only sends delta snapshots, I believe 00:16 < nuborn> then there is CNetObj_ClientInfo 00:18 < nuborn> I think it depends on how often they are updated 00:19 <@deen> Not sure how SnapshotDeltas work 00:19 <@deen> So you really want a netobject just for this 1 bit? 00:19 <@deen> Can't you add it to the CharacterCore? 00:20 <@deen> (and send a compatibility version to older clients) 00:20 < nuborn> yes, that is possible 00:20 <@deen> I think that would be cleaner, since that's where it belongs 00:21 < nuborn> in a way, yes 00:21 < nuborn> so, that would work then? 00:22 <@deen> You would need to add an Int between 0 and MAX_CLIENTS-1 00:22 <@deen> NetIntAny("m_HookStrength", 0, 'MAX_CLIENTS-1'), 00:22 <@deen> right? 00:23 < nuborn> yes, if creating a new netobj? 00:23 <@deen> also if we want it in the CharacterCore 00:24 < Learath2> deen will finish up and push autoupdate tomorrow 00:24 <@deen> Learath2: awesome! 00:24 < Learath2> was busy during the week 3many exams 00:26 < nuborn> deen: in network.py I think you can only add whole 32 bit ints at a time. so one of these would have to be reused. for example: NetIntRange("m_Direction", -1, 1), 00:26 <@deen> huh? 00:26 <@deen> Why can't you just add from 0 to 63? 00:27 < nuborn> adding a new value? 00:27 <@deen> yes 00:27 < nuborn> because expanding the netobj would make in incompatible with other servers, I think 00:28 < nuborn> it* 00:28 <@deen> adapt the parsing of it? 00:28 <@deen> I think I did that somewhere 00:29 < nuborn> oh! Im not sure how that would work 00:29 <@deen> I did it for Sv_TeamsState 00:29 <@deen> the netmessage 00:29 <@deen> so it works with 16 player and 64 player servers 00:29 < nuborn> ok 00:29 <@deen> but I just removed everything in datasrc.py^^ 00:30 <@deen> gameclient.cpp:751 00:31 <@deen> but hm, it's so much hacking to get it for this 1 value 00:32 <@deen> Also, I'd prefer to get rid of strong/weak^^ 00:33 <@deen> but players didn't like that 00:33 <@deen> And, ehm, we sometimes have something between strong and weak...: https://github.com/def-/ddnet/issues/2 00:33 < nuborn> yes, I think that was a suggestion for 0.7 too 00:33 <@deen> there was code for it by BeaR 00:34 <@deen> I tried to adapt it to DDNet and we actually had the servers running with it for a day 00:34 < nuborn> yes, I saw it at github 00:34 <@deen> but people wanted to murder me 00:34 < nuborn> hehe 00:35 < laxa> can't remove strong/weak 00:35 < laxa> hum 00:35 < laxa> maybe you can 00:35 < laxa> if HF is still working 00:35 < nuborn> about that issue, I think I once saw something like it, but Im not sure if it was the prediction that was off 00:36 < nuborn> deen: how about a netobj that gets sent at respawn? 00:36 <@deen> nuborn: even for players you don't see? 00:36 < nuborn> yes, since then you could just remember that value 00:36 <@deen> that sounds like it would create a lot of traffic on maps with hard noobfilters 00:37 <@deen> btw, i think a new teamstate is also sent when someone kills and that may create a lot of traffic 00:37 <@deen> hm, most people don't even use prediction =/ 00:37 <@deen> i mean, antiping 00:38 < nuborn> hmm, I guess not 00:39 < nuborn> so maybe it would be a lot of work for not much 00:40 <@deen> hm, actually that always annoyed me when playing with antiping 00:40 <@deen> I'm just worried that people would have more network problems when we increase the traffic 00:42 <@deen> please try to implement it though 00:46 < nuborn> but Im not sure what would be the best way to implement it. in theory this info could be sent very rarely, but Im not sure where would be the right place to place it. unless the parsing way is used 00:47 <@deen> Hm =/ 00:47 <@deen> no idea 00:55 < Savander> good night 01:54 <@deen> That would be really great timing if GER works without lags now, with EUR and GER2 going down in a few days 02:44 <@deen> when we get Learath2's autoupdater, we'll have libcurl in the client. Then we could add a simple HTTP map downloader for DDNet maps. (I don't want to pay for more traffic in Chile) 02:44 <@deen> My idea would be to start the regular map download process and at the same time ping http://maps.ddnet.tw for the map + checksum and try downloading that in parallel 02:46 <@deen> and stop the ingame one if the HTTP one gets fast enough 03:00 < eeeee> if Learath2 manages to support a timeout we could just try http first and then fall back to ingame if that fails instead of doing that in parallel 03:00 < eeeee> i imagine you would want to minimize the gameserver traffic to reduce the costs and lags 03:06 < eeeee> we can also separate out the mapres and async load them, would load any map almost instantly :> 03:20 <@deen> and then we could add BPG support and send BPG mapres instead of PNG 04:10 <@deen> EastByte: I've stopped the EUR servers since they're empty. Don't know at what time exactly EUR will stop, don't want anyone to get a surprise disconnect 05:25 < eeeee> i wonder what's the BPG reference decoder performance is vs. libpng decoder 05:26 < eeeee> maybe i could use it in js demo as well 05:27 < eeeee> but it has better be lossless at least in alpha channel. artifacts in alpha channel would likely be super annoying 08:51 <@EastByte> deen: okay 22:46 <@deen> Yay, no lags on GER! 23:01 < Nimda> DDNet CHN went down! 23:03 < Nimda> DDNet CHN went back online! 23:15 < Nimda> DDNet CHN went down! 23:16 < Nimda> DDNet CHN went back online!