01:51 <+bridge> [ddnet] @heinrich5991 do you think there is any issue with using a server flag for now just so it works? it's not worse then checking the gametype and we can phase it out for proper flags 02:12 <+bridge> [ddnet] @nuborn do you have a moment? 02:13 <+bridge> [ddnet] yes 02:14 <+bridge> [ddnet] when you added extrainfo, you made a bit of velY signify that extrainfo is being used right? 02:16 <+bridge> [ddnet] yes, at that time I mostly thought about a way to separate extrainfo projectiles from regular projectiles. and on vanilla projectiles that sign would never be set since their velocity is normalized (to somthing like < 100 after writing to the object) 02:16 <+bridge> [ddnet] regular=vanilla 02:17 <+bridge> [ddnet] 2 questions, 1) why did you need an IsDDNet check on the client side if you already had a bit signifying extrainfo 02:19 <+bridge> [ddnet] that was because I wasn't sure if it would brake any mods at the time, so I initially added it that way just in case. hypothetically, a mod could use projectiles with a high modified speed, so that they would accidentally count as extrainfo 02:20 <+bridge> [ddnet] In that case 2) why does it break a mod like bw to remove the check? are they sending projectiles that are too fast? 02:20 <+bridge> [ddnet] but thinking about it I should have used a higher bit. with the 9th bit that is around 500, or 5 times vanilla projectile speed (not taking into account tunings). with a higher bit it could potentially had been compatible with nearly all (future) mods 02:20 <+bridge> [ddnet] yes 02:21 <+bridge> [ddnet] I didnt notice it while playing there, but it seems likely 02:28 <+bridge> [ddnet] well the projectiles in question aren't even moving 02:29 <+bridge> [ddnet] oh, that's odd 02:33 <+bridge> [ddnet] then abs(pProj->m_VelY) should be 0, so the check should return false, I think 02:34 <+bridge> [ddnet] @nuborn yeah they are accidentally sending m_Pos.x*100.0f instead 02:36 <+bridge> [ddnet] oh πŸ˜„ so that was the problem? 02:43 <+bridge> [ddnet] yep, makes some projectiles disappear 09:40 <+bridge> [ddnet] 80% of the #records are from Ravillion, you could not display ranks from that map 09:41 <+bridge> [ddnet] that would be unfair 09:48 <+bridge> [ddnet] @sorgaxD is the map just popular and unfaily or is it too easy for insane? 09:48 <+bridge> [ddnet] Binary has more finishes and is also Insane btw 10:01 <+bridge> [ddnet] I don't know because i don't play Binary or Ravillion, but at least for me, its annoying to see ravillion ravillion ravillion ravillion ravillion. At this point no one cares about who finish that map unless it's a rank 1 10:02 <+bridge> [ddnet] you can only speak for yourself 10:02 <+bridge> [ddnet] i know 😦 10:04 <+bridge> [ddnet] @sorgaxD My solution for stuff like this is to use feed: https://ddnet.tw/status/records/feed/ and have a newsboat rule: 10:04 <+bridge> [ddnet] ignore-article "https://ddnet.tw/status/records/feed/" "title =~ \"Finish on [Insane] Ravillion\" or title =~ \"Team finish on [Insane] Ravillion\"" 10:04 <+bridge> [ddnet] and mute the #records channel in discord instead 10:06 <+bridge> [ddnet] well, thanks 10:09 <+bridge> [ddnet] @sorgaxD My solution for stuff like this is to use feed: https://ddnet.tw/status/records/feed/ and have a newsboat rule: 10:09 <+bridge> [ddnet] ignore-article "https://ddnet.tw/status/records/feed/" "title =~ \\"Finish on [Insane] Ravillion\\" or title =~ \\"Team finish on [Insane] Ravillion\\"" 10:58 <@deen> Great, so if I use \ then either Discord displays the text wrong or IRC does... 11:00 <+bridge> [ddnet] wym? 11:00 <@deen> If I write a single \ on Discord it instead escapes the next character. So I need \\, but then it shows two backslashes on IRC 11:02 <+bridge> [ddnet] ah yeah xd 11:02 <+bridge> [ddnet] irc displays raw messages from discord 11:09 <+bridge> [ddnet] @Learath2 @nuborn i dont know if its related, but sending vanilla shotgun projectiles as extrainfo makes them look weird, so for my mod i had to add a check whether its vanilla shotgun or not, and based on that only fill the info or the extra info 11:13 <+bridge> [ddnet] @Learath2 if you implement the timescore not as a playerflag you can remove it completely, thought we discussed that :( 11:13 <+bridge> [ddnet] I want it only sent to specific players 11:15 <+bridge> [ddnet] or is that still possible? 11:15 <+bridge> [ddnet] now that i look at it, should still work? 11:36 <+bridge> [ddnet] @fokkonaut `CGameController::Snap` takes a SnappingPlayer argument 11:36 <+bridge> [ddnet] You can snap differently for different clients 11:36 <+bridge> [ddnet] ah nice 11:36 <+bridge> [ddnet] But now dummy is broken :( 11:37 <+bridge> [ddnet] With the way it was you could display differently for dummy 11:37 <+bridge> [ddnet] You can snap differently for the dummy aswell 11:37 <+bridge> [ddnet] How? 11:38 <+bridge> [ddnet] The dummy and the main character have different clientids 11:38 <+bridge> [ddnet] I tried this once the way that the old authinfo was implemented, but for score 11:38 <+bridge> [ddnet] it didnt work 11:39 <+bridge> [ddnet] But i will give it a try 11:39 <+bridge> [ddnet] just after my breakfast 11:42 <+bridge> [ddnet] how do i disallow it? not sending the flag? 11:42 <+bridge> [ddnet] It works 11:43 <+bridge> [ddnet] If you send the new netobj thats the only thing thats considered 11:43 <+bridge> [ddnet] If you set the flag its time, if you dont its score 11:43 <+bridge> [ddnet] I tested with dummy aswell, it works fine 11:45 <+bridge> [ddnet] 11:45 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/580330336085606401/test.png 11:45 <+bridge> [ddnet] 11:45 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/580330338514108418/test2.png 11:53 <+bridge> [ddnet] ah, ok cool :) 12:34 <+bridge> [ddnet] ew 12:34 <+bridge> [ddnet] 12:34 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/580342661979045889/unknown.png 13:31 <+bridge> [ddnet] what is this error msg lol 13:33 <+bridge> [ddnet] i think its clear 13:37 <+bridge> [ddnet] @ChillerDragon attempting to read from memory you're not supposed to read from, for example accessing an array out of bounds 13:43 <+bridge> [ddnet] @Ryozuki chiller doesn’t know errors his code always works perfectly 13:44 <+bridge> [ddnet] actually "this" probably means the object was deleted while trying to run a member of it 14:02 <+bridge> [ddnet] no i mean where is the error message from 14:03 <+bridge> [ddnet] what code base and what compiler 14:08 <+bridge> [ddnet] i am used to fixedwith error messages this looks weird. Thats why i ask. But thanks guys for explaining read access violation :troll: 14:13 <+bridge> [ddnet] this 14:13 <+bridge> [ddnet] 14:13 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/580367670784950282/unknown.png 14:14 <+bridge> [ddnet] but m_aItemSizes was a null pointer 14:14 <+bridge> [ddnet] coz i'm dumb xd 15:13 <+bridge> [ddnet] oof 15:13 <+bridge> [ddnet] 15:13 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/580382708279017477/unknown.png 15:16 <+bridge> [ddnet] looks like visual studio crap 15:16 <+bridge> [ddnet] ye i'm on windows 15:16 <+bridge> [ddnet] is ur assembly as good as nur math? 15:16 <+bridge> [ddnet] i don't do assembly u crazy 15:16 <+bridge> [ddnet] xd 15:16 <+bridge> [ddnet] u crazy 15:18 <+bridge> [ddnet] i'm trying to do a notification system thing to notify the user when he saves a replay 15:20 <+bridge> [ddnet] visual studio is good to debug these 15:49 <+bridge> [ddnet] ew xd 15:49 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/580391647074975774/unknown.png 17:02 <+bridge> [ddnet] @ChillerDragon what's crap about Visual Studio? 17:24 <+bridge> [ddnet] Omg 17:25 <+bridge> [ddnet] this folder was pushed with the rest 17:25 <+bridge> [ddnet] 17:25 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/580415765522415636/unknown.png 18:23 <+bridge> [ddnet] @deen its bloated. I have to admit thats the only IDE i have some expierence with and others might be similar shit. But i rage every time i have to use it to debug something on windows. Opening a simple source file takes ages. It seems super buggy. Stuff works sometimes and sometimes it doesnt. Sometimes it fixes it self or you have to restart it. IT CRASHES WAAAYYY TOO OFTEN. Up 19:08 <+bridge> [ddnet] loool wtf 19:08 <+bridge> [ddnet] my client stopped rendering generic tiles 19:08 <+bridge> [ddnet] even after restart 19:09 <+bridge> [ddnet] xd 19:09 <+bridge> [ddnet] nvm i think i deleted the texture -.- 19:09 <+bridge> [ddnet] 900 iq 19:09 <+bridge> [ddnet] ikr 19:11 <+bridge> [ddnet] oh no i added a new texture to appdata called generic_unhoobale.png 19:11 <+bridge> [ddnet] ah thats dangerous 19:11 <+bridge> [ddnet] And @ChillerDragon i'm using vs community 2017 and it didn't crash at all since i'm using it, i dont feel any slowness in it also 19:11 <+bridge> [ddnet] ur weird anyways 19:11 <+bridge> [ddnet] Unhoobale? 19:11 <+bridge> [ddnet] UNHOOKABLE 19:11 <+bridge> [ddnet] typo nazi 19:11 <+bridge> [ddnet] :') 19:21 <+bridge> [ddnet] @archimede67 you should look at your pr before complaining about typos 19:21 <+bridge> [ddnet] πŸ”₯ 19:22 <+bridge> [ddnet] Fight fight fight 19:26 <+bridge> [ddnet] https://www.youtube.com/watch?v=N_G12IFrzVo 19:27 <+bridge> [ddnet] quality predicticion moving blocks :troll: 19:27 <+bridge> [ddnet] quality video 19:27 <+bridge> [ddnet] ikr 19:27 <+bridge> [ddnet] quality channel 19:28 <+bridge> [ddnet] this guy doesnt seem to know recording software 19:33 <+bridge> [ddnet] @jao πŸ™ 19:38 <+bridge> [ddnet] Is it because I put an s at recorder ? xd 19:38 <+bridge> [ddnet] no 19:39 <+bridge> [ddnet] so tell me I need to know 19:43 <+bridge> [ddnet] well for starters you don't add spaces between words and punctuation 19:43 <+bridge> [ddnet] in english at least 19:43 <+bridge> [ddnet] I did that? 19:43 <+bridge> [ddnet] on multiple occasions 19:45 <+bridge> [ddnet] Oh really? Can I see an example ? :! 19:46 <+bridge> [ddnet] https://github.com/ddnet/ddnet/pull/1748/files#diff-c54ea30d8c95814c33b60fe2e04a9ef3R3304 19:46 <+bridge> [ddnet] replay bot 19:47 <+bridge> [ddnet] Oh man xd 19:48 <+bridge> [ddnet] Didn't pay attention to this one I'm too used to French :/ 19:48 <+bridge> [ddnet] there are more 19:49 <+bridge> [ddnet] Ye everything that ends with a "!" I suppose 19:50 <+bridge> [ddnet] does it work with selfmapped maps @archimede67 ? 19:51 <+bridge> [ddnet] @archimede67 why is your style so inconsistent 19:51 <+bridge> [ddnet] bro he uses js 19:51 <+bridge> [ddnet] what do u expect 19:51 <+bridge> [ddnet] but i suggest fixing demo buggs before addign features 19:54 <+bridge> [ddnet] @jao because sometimes I really try to not make any mistake and sometimes I just write like it was French 19:55 <+bridge> [ddnet] @ChillerDragon what you mean with self mapped maps? 19:55 <+bridge> [ddnet] if the map is in ur maps folder bu tnot in downloaded maps 19:56 <+bridge> [ddnet] @archimede67 talking coding style 19:57 <+bridge> [ddnet] @jao you mean sometimes I do 19:57 <+bridge> [ddnet] ```cpp 19:57 <+bridge> [ddnet] if(something) 19:57 <+bridge> [ddnet] { 19:57 <+bridge> [ddnet] // code 19:57 <+bridge> [ddnet] } 19:57 <+bridge> [ddnet] ``` 19:57 <+bridge> [ddnet] and sometimes 19:57 <+bridge> [ddnet] ```cpp 19:57 <+bridge> [ddnet] if (something) { 19:57 <+bridge> [ddnet] // code 19:57 <+bridge> [ddnet] } 19:57 <+bridge> [ddnet] ``` 19:57 <+bridge> [ddnet] ? 19:57 <+bridge> [ddnet] always if( 19:57 <+bridge> [ddnet] ik 19:57 <+bridge> [ddnet] yes 19:57 <+bridge> [ddnet] its visual studio 19:57 <+bridge> [ddnet] disable auto formatter 19:58 <+bridge> [ddnet] isn't there a way to have my own sort of rules? 19:58 <+bridge> [ddnet] @archimede67 demos have some bugs the most cruicial one being that if you have the map in your maps/ folder and ct it the demo is broken https://github.com/ddnet/ddnet/issues/1702 19:58 <+bridge> [ddnet] wat 19:58 <+bridge> [ddnet] wait 19:58 <+bridge> [ddnet] so you're telling me if i grab a map from downloadedmaps and put it into maps/ folder its sort of broken? 19:59 <+bridge> [ddnet] i assume 19:59 <+bridge> [ddnet] lemme try 19:59 <+bridge> [ddnet] i just realized that all my demos that i cutted on my maps are unusable 19:59 <+bridge> [ddnet] and i deleted my maps/ folder then it worked agian 20:01 <+bridge> [ddnet] wait 20:01 <+bridge> [ddnet] so i need a local server 20:02 <+bridge> [ddnet] i only tested on remote ones 20:02 <+bridge> [ddnet] How 20:02 <+bridge> [ddnet] i just copy a map like bit2 in my maps/ folder? 20:02 <+bridge> [ddnet] map a map upload it on srv join 20:03 <+bridge> [ddnet] done 20:03 <+bridge> [ddnet] and remove crc 20:07 <+bridge> [ddnet] and i need to cut the demo ? 20:11 <+bridge> [ddnet] yes 20:11 <+bridge> [ddnet] it fails on cut 20:11 <+bridge> [ddnet] do you have a video 20:11 <+bridge> [ddnet] for me it works 20:11 <+bridge> [ddnet] bro 20:11 <+bridge> [ddnet] bru 20:11 <+bridge> [ddnet] what did u do? 20:12 <+bridge> [ddnet] i have multiple "remote" maps in my maps/ folder 20:12 <+bridge> [ddnet] call? 20:12 <+bridge> [ddnet] like my map Skyventure is in maps/ folder but also in downloadedmaps/ 20:12 <+bridge> [ddnet] but the name is different 20:13 <+bridge> [ddnet] i assuem name and crc have to be same 20:13 <+bridge> [ddnet] like 20:13 <+bridge> [ddnet] in downloadedmaps the name is Skyventure_446c9c47 20:13 <+bridge> [ddnet] but the error is wrong crc so maybe different crc 20:13 <+bridge> [ddnet] i didnt investigate yet 20:13 <+bridge> [ddnet] where in maps the name is only Skyventure so technically i don't see how it fail 20:17 <+bridge> [ddnet] https://ufile.io/vvabt0x0 20:17 <+bridge> [ddnet] use this downloaded maps folder 20:18 <+bridge> [ddnet] and join BlmapChill or ChillBlock5 server 20:19 <+bridge> [ddnet] ok gimme a sec 20:23 <+bridge> [ddnet] @ChillerDragon now i rec a demo? 20:34 <+bridge> [ddnet] yes and cut it 20:34 <+bridge> [ddnet] it works xd 20:35 <+bridge> [ddnet] you told me i should also have the map in maps/ but how should it be called 22:34 <+bridge> [ddnet] https://hookrace.net/blog/chinese-traffic-time.gif/ 22:36 <+bridge> [ddnet] question is 22:36 <+bridge> [ddnet] https://hookrace.net/time.gif 22:36 <+bridge> [ddnet] its not a real gif is it? 22:36 <+bridge> [ddnet] It's real 22:37 <+bridge> [ddnet] each frame is dynamically generated, it is of infinite size 22:37 <+bridge> [ddnet] yeah 22:37 <+bridge> [ddnet] so you can't technically download it xd 22:43 <+bridge> [ddnet] you can 22:43 <+bridge> [ddnet] its a gif 22:43 <+bridge> [ddnet] try then xd 22:43 <+bridge> [ddnet] how do you download infinite size foko 22:44 <+bridge> [ddnet] i need to know that xd 22:44 <+bridge> [ddnet] nah just get a zip bomb 22:45 <+bridge> [ddnet] foko will have the answer 22:45 <+bridge> [ddnet] u can /dev/random 22:45 <+bridge> [ddnet] xd 22:46 <+bridge> [ddnet] you will be downloading for a long time 22:47 <+bridge> [ddnet] yea 22:55 <+bridge> [ddnet] the top left Corner of a map, is it 0, 0 or 1, 1 22:56 <+bridge> [ddnet] 0, 0, probably 22:56 <+bridge> [ddnet] but then the return value of some functions in collision.cpp dont make sense, they return 0,0 if failed 22:58 <+bridge> [ddnet] maybe its 1, 1 xd 22:58 <+bridge> [ddnet] nah, negative positions also exist 22:59 <+bridge> [ddnet] But isnt it stupid to return 0,0 if its still inside of the map? 22:59 <+bridge> [ddnet] show the code snippet 23:00 <+bridge> [ddnet] Just look for 0,0 in collision.cpp 23:00 <+bridge> [ddnet] I don't have the source open 23:00 <+bridge> [ddnet] you evidently do 23:01 <+bridge> [ddnet] No, i Look on github 23:01 <+bridge> [ddnet] if not i would have sent the code 23:02 <+bridge> [ddnet] Just copy the name of the bloody function? 23:02 <+bridge> [ddnet] It's not rocket science 23:03 <+bridge> [ddnet] github also supports links 23:03 <+bridge> [ddnet] to specific lines 23:03 <+bridge> [ddnet] "rocket science" xd 23:04 <+bridge> [ddnet] vec2 CCollision::GetPos(int Index) 23:04 <+bridge> [ddnet] https://github.com/fokkonaut/BlockDDrace/blob/b2971e897e00d49faf2f6d8fd3beee8c9a9c5e22/src/game/collision.cpp#L804 23:05 <+bridge> [ddnet] i have no clue how this is used, so im just wondering if it makes sense to return 0, 0 or if -1, -1 would be better 23:05 <+bridge> [ddnet] because the tile 0, 0 could be mapped, if its the top left tile 23:05 <+bridge> [ddnet] -1, -1 is not mappable 23:05 <+bridge> [ddnet] (using the editor) 23:06 <+bridge> [ddnet] But if the top left tile is 1, 1 this is totally ok, thats why i asked xd 23:07 <+bridge> [ddnet] top left tile is 0,0 23:08 <+bridge> [ddnet] this looks like a failsafe anyway 23:08 <+bridge> [ddnet] and shouldn't be triggered by normal code 23:08 <+bridge> [ddnet] so its ok to return 0,0? 23:08 <+bridge> [ddnet] And if it does get triggered 0,0 doesnt break everything 23:09 <+bridge> [ddnet] Yea, thats what i thought 23:09 <+bridge> [ddnet] i mean 23:09 <+bridge> [ddnet] no xd 23:09 <+bridge> [ddnet] Explain the logic please :) 23:09 <+bridge> [ddnet] I don't like this school of code, I'd rather fail loudly 23:10 <+bridge> [ddnet] the idea is that (0,0) is a safe position to return 23:10 <+bridge> [ddnet] so if you pass garbage in, you get something sensible out 23:11 <+bridge> [ddnet] with the idea that it make the server not crash if there's a bug 23:11 <+bridge> [ddnet] oh, okay 23:12 <+bridge> [ddnet] (I don't like that) 23:12 <+bridge> [ddnet] Why? xd 23:12 <+bridge> [ddnet] Yea always when I fuck stuff up I end at 0,0 xd 23:13 <+bridge> [ddnet] But this is a place every map has 23:13 <+bridge> [ddnet] because I think that it masks bugs and leads to worse behavior 23:13 <+bridge> [ddnet] Minimum size is 1 I guess 23:13 <+bridge> [ddnet] minimum is 2 by 2 23:13 <+bridge> [ddnet] minimum size is 2x2 23:13 <+bridge> [ddnet] Ah 23:15 <+bridge> [ddnet] wieso is kog code eigentlich closef src 23:15 <+bridge> [ddnet] is voll dumm 23:16 <+bridge> [ddnet] Lol 23:18 <+bridge> [ddnet] Sounds logical 23:58 <+bridge> [ddnet] @fokkonaut extrainfo currently doesn support having a different speed per bullet (which vanilla shotgun uses), so you will have to use the ordinary fillinfo for those, like you did. 23:59 <+bridge> [ddnet] @fokkonaut extrainfo currently doesnt support having a different speed per bullet (which vanilla shotgun uses), so you will have to use the ordinary fillinfo for those, like you did