09:26 <+bridge> [ddnet] I lost a server's ip address but found it again with a port scan. One advantage of using weird port numbers no one else uses 😄 09:28 <+Ryozuki> :o 09:37 <+bridge> [ddnet] Usually I would just check the logs on other servers since that one does backups of them nightly but crond segfaulted all night and so no backups were made and the DNS entry was not updated. One of my main annoyances with Archlinux, that cron keeps segfaulting after some library was updated and you have to restart it manually. And of course pacman doesn't even tell you that the e 09:38 <+Ryozuki> 09:38 <+Ryozuki> this irc bot is bad 09:39 <+bridge> [ddnet] ... that the executable still tries to use already removed shared libraries. 09:39 <+Ryozuki> ye i had problems with that too 10:32 <+bridge> [ddnet] @heinrich5991 src/game/server/entities/character.cpp:1681 is wrong 10:32 <+bridge> [ddnet] ``` 10:32 <+bridge> [ddnet] src/game/server/entities/character.cpp:1681:18: error: ordered comparison between pointer and zero ('const float *' and 'int') 10:32 <+bridge> [ddnet] if(m_Core.m_Vel > 0 && (m_MoveRestrictions&CANTMOVE_DOWN)) 10:32 <+bridge> [ddnet] ~~~~~~~~~~~~ ^ ~ 10:32 <+bridge> [ddnet] ``` 10:37 <+bridge> [ddnet] I'm not sure why it's > 0 btw 10:37 <+bridge> [ddnet] shouldn't it be != 0? 10:38 <+bridge> [ddnet] or is it only for stoppers blocking you from falling down, then just m_Core.m_Vel.y I guess 12:02 <+Ryozuki> updated aur 14:14 <+bridge> [ddnet] Thanks 14:55 <+bridge> [ddnet] @deen wrong commit message 😛 14:56 <+bridge> [ddnet] haha 15:01 <+bridge> [ddnet] Ryozuki fastest maintainer in the west :happy: 15:02 <+bridge> [ddnet] btw, ddnet-skins package also updated with latest Bust-A-Move skins. 15:37 <+bridge> [ddnet] @deen newest ddnet7 version I know of is 7d2b9decb2f4ea84760f1adcd749409cbbdf9cea 20:47 <+bridge> [ddnet] is it intended that there is no "tele all" anymore on home server? or did the command change 20:48 <+bridge> [ddnet] tele all? 20:49 <+bridge> [ddnet] yes all replacing the id and resulting in all players 20:49 <+bridge> [ddnet] what does it do? 20:49 <+bridge> [ddnet] rcon tele all me 20:49 <+bridge> [ddnet] I don't think we ever had an `all` victim 20:49 <+bridge> [ddnet] we had 20:49 <+bridge> [ddnet] we had 20:50 <+bridge> [ddnet] we do 20:50 <+bridge> [ddnet] idk why it doesn't work then 20:50 <+bridge> [ddnet] ``` 20:50 <+bridge> [ddnet] src/engine/shared/console.h: VICTIM_ALL=-1, 20:50 <+bridge> [ddnet] src/engine/shared/console.cpp: if(Result.HasVictim() && Result.GetVictim() == CResult::VICTIM_ALL) 20:50 <+bridge> [ddnet] src/engine/shared/console.cpp: m_Victim = VICTIM_ALL; 20:50 <+bridge> [ddnet] ``` 21:36 <+bridge> [ddnet] because tele doesnt take a victim anymore 21:36 <+bridge> [ddnet] Why not? 21:37 <+bridge> [freenode] teleporters in map instead of players? 21:37 <+bridge> [freenode] wasnt there telecp or something like that? 21:37 <+bridge> [ddnet] i reworked it 21:37 <+bridge> [ddnet] but i didnt know about the all thing 21:37 <+bridge> [ddnet] @heinrich5991 uhm, I can't start the prebuilt ddnet client 21:37 <+bridge> [ddnet] `./DDNet: /usr/lib/libcurl.so.4: version `CURL_OPENSSL_3' not found (required by ./DDNet)` 21:37 <+bridge> [freenode] classic 21:38 <+bridge> [freenode] from ddnet.tw? 21:38 <+bridge> [freenode] lemme check 21:38 <+bridge> [ddnet] BLURB 21:38 <+bridge> [ddnet] yeah 21:38 <+bridge> [ddnet] god damn it 21:38 <+bridge> [ddnet] I was so sure 21:38 <+bridge> [ddnet] 😦 21:38 <+bridge> [freenode] PREFER_BUNDLED_LIBS=ON xd 21:38 <+bridge> [ddnet] sorry deen 21:38 <+bridge> [ddnet] I wonder what the problem there is 21:39 <+bridge> [freenode] np heinrich i guess most linux users can help themself 21:40 <+bridge> [ddnet] @heinrich5991 oh it's a debian thing 21:40 <+bridge> [ddnet] @heinrich5991 https://github.com/curl/curl/issues/2433 21:40 <+bridge> [freenode] yea could reproduce it on deb10 too 21:41 <+bridge> [ddnet] I think we can work around that by building with a specific version of libcurl not provided by the debian package 21:42 <+bridge> [ddnet] blurb blurb blurb 21:42 <+bridge> [ddnet] meh 21:44 <+bridge> [ddnet] well what do you want to do about it? 😛 21:44 <+bridge> [ddnet] may i ask, what was the intention for changing the freeze hammer? 21:44 <+bridge> [ddnet] We really should have written an announcement about it 21:46 <+bridge> [ddnet] ```[1:57 PM] Learath2: This makes keeping dj for hammerflying out of freeze and recovering a failed hammerfly a little easier. Makes deepfly consistent (previously people with bad connections couldn't even deepfly at all). Hammering out of freeze also becomes consistent (in the past depending on the order of your client ids, the bottom tee might not be able to hammer you up at al 21:46 <+bridge> [ddnet] These are the results of the change 21:46 <+bridge> [ddnet] https://heinrich5991.github.io/blog/blog/one-tick-unfreeze 21:46 <+bridge> [ddnet] This explains the reasons decently 21:47 <+bridge> [ddnet] TLDR: Behaviour was very inconsistent 21:51 <+bridge> [ddnet] I don't think we need the difficulty reduction, better player should be rewarded for having more experience and a better feeling for the failed hammerfly, that makes those saves even cooler, now everyone can do it. And the other thing is deepfly is something, that can break so many parts so it was ok being only allowed(necessary) on certain maps, where you know you need deepfly. 21:52 <+bridge> [ddnet] `sv_deepfly` is still a thing to prevent deepflying 21:53 <+bridge> [ddnet] The mousewheel bind to fire already makes those things easier, so the difficulty reduction is only a thing for peopel who don't know about the bind 21:55 <+bridge> [ddnet] maybe we should actually do that 21:58 <+bridge> [ddnet] ye 22:05 <+bridge> [ddnet] @jao do what? 22:10 <+bridge> [ddnet] disable deepfly by default 22:11 <+bridge> [ddnet] (on every non dummy map) 22:11 <+bridge> [ddnet] on dummy maps too 22:11 <+bridge> [ddnet] that would make some r1s impossible to beat 22:12 <+bridge> [ddnet] enable it on those 22:12 <+bridge> [ddnet] thats a lot of manual work lol 22:12 <+bridge> [ddnet] and probably mistakes to come 22:12 <+bridge> [ddnet] not that much work 22:12 <+bridge> [ddnet] how would u check if deepfly had been used 22:12 <+bridge> [ddnet] on that map 22:12 <+bridge> [ddnet] beforehand 22:13 <+bridge> [ddnet] u check if it was possible to deepfly or not 22:13 <+bridge> [ddnet] i dont get it 22:13 <+bridge> [ddnet] then u dont change anything 22:14 <+bridge> [ddnet] i mean mostly for future maps 22:14 <+bridge> [ddnet] ah 22:14 <+bridge> [ddnet] isnt that the case already? 22:14 <+bridge> [ddnet] no 22:14 <+bridge> [ddnet] then sure 22:14 <+bridge> [ddnet] ye 22:14 <+bridge> [ddnet] but we should rly put sv deepfly 0 on every non dummy map 22:14 <+bridge> [ddnet] before ppl make ranks with it 22:15 <+bridge> [ddnet] some normal maps need exceptions i guess 22:15 <+bridge> [ddnet] like heartcore 22:15 <+bridge> [ddnet] ye thought about it too 22:15 <+bridge> [ddnet] at least that would make that part non cheatable 22:15 <+bridge> [ddnet] but thats about the only one i can think of 22:15 <+bridge> [ddnet] but has been used for r1 22:15 <+bridge> [ddnet] yeah 22:19 <+bridge> [ddnet] so what do you think @Learath2 22:19 <+bridge> [ddnet] suddenly we want to disable deepfly, now that it's become less than horrible? 22:19 <+bridge> [ddnet] because it makes stuff cheatable? 22:20 <+bridge> [ddnet] it was cheatable before 22:20 <+bridge> [ddnet] but it hasnt been used 22:20 <+bridge> [ddnet] well it was obviously not known 22:20 <+bridge> [ddnet] because switching to dummy when playing with a normal player is a burden 22:20 <+bridge> [ddnet] and doing it with dummy was a preeetty big downside 22:20 <+bridge> [ddnet] yeah 22:20 <+bridge> [ddnet] thats mostly not worth it 22:20 <+bridge> [ddnet] it's been known for at least two weeks now 22:20 <+bridge> [ddnet] not rly 22:20 <+bridge> [ddnet] just see how ppl reacted with the change 22:20 <+bridge> [ddnet] and I know some people who knew the trick 22:21 <+bridge> [ddnet] yea but its so niche 22:21 <+bridge> [ddnet] we would have known if people really abused it a lot 22:21 <+bridge> [ddnet] but okay, I like that we're accepting doing backwards-incompatible changes 22:21 <+bridge> [ddnet] but I don't like that we'll have a split between old maps and new maps 22:21 <+bridge> [ddnet] that's kinda inconsistent 22:21 <+bridge> [ddnet] ive never seen 2 actual players deepflying 22:21 <+bridge> [ddnet] I have 22:22 <+bridge> [ddnet] show me a demo then 22:22 <+bridge> [ddnet] wdym by split between old and new maps 22:22 <+bridge> [ddnet] im rly curious to see that 22:22 <+bridge> [ddnet] @snail what do you mean? I tried all that stuff with actual players, and I saw them deepfly and was also deepflying myself 22:22 <+bridge> [ddnet] im talking in a real run lol 22:22 <+bridge> [ddnet] not in a testing environment 22:23 <+bridge> [ddnet] and before ur thing 22:23 <+bridge> [ddnet] before my blog post? 22:23 <+bridge> [ddnet] aka 2 players using it while actually playing 22:23 <+bridge> [ddnet] yes 22:23 <+bridge> [ddnet] before ur blog post 22:23 <+bridge> [ddnet] before I started investigating it, I don't know if there's players that have been using it 22:23 <+bridge> [ddnet] didnt u need that scrollwheel thing 22:23 <+bridge> [ddnet] how many people have such a scrollwheel 22:24 <+bridge> [ddnet] no, we tried it with a normal scroll wheel 22:24 <+bridge> [ddnet] worked too 22:24 <+bridge> [ddnet] yeah it works with random scroll wheel 22:24 <+bridge> [ddnet] (I don't have an unlocked scroll wheel) 22:24 <+bridge> [ddnet] I just assumed that it can't be that easy 22:24 <+bridge> [ddnet] which was wrong 22:25 <+bridge> [ddnet] but the id thing made it "random" and anyway it was ultra niche 22:25 <+bridge> [ddnet] if 2 actual good players used it to deepfly it would have been known in no time 22:26 <+bridge> [ddnet] okay 22:27 <+bridge> [ddnet] how do we teach this? 22:27 <+bridge> [ddnet] that deepfly is disabled on maps newer than X? 22:27 <+bridge> [ddnet] I know we already have some gameplay differences including deeplfy on some maps, which is bad enough 22:27 <+bridge> [ddnet] just disable it on every non dummy maps 22:28 <+bridge> [ddnet] dummy maps are different, and heartcore might probably be the only exception 22:28 <+bridge> [ddnet] even old ones? 22:28 <+bridge> [ddnet] pros will know about it 22:28 <+bridge> [ddnet] I don't only want to reach pros, but okay, "dummy maps" seems like a fairly simple rule 22:28 <+bridge> [ddnet] well heartcore is the only exception i can think of 22:29 <+bridge> [ddnet] same 22:30 <+bridge> [ddnet] do we have a setting that identifies dummy maps as dummy maps already? 22:52 <+bridge> [ddnet] there is a dummy server xd 23:10 <+bridge> [ddnet] @heinrich5991 @Jupstar ✪ also seems to have noticed 😄 23:28 <+bridge> [ddnet] Does anyone remember what was the use for `CTeamsCore`? 23:51 <+bridge> [ddnet] 12.7.1 ? 23:51 <+bridge> [ddnet] Small linux bundling issue