12:34 <+bridge> [ddnet] @Learath2 do you know what the `m_aTexcoords[4]` from the `CQuad` struct are for? 12:34 <+bridge> [ddnet] ``` 12:34 <+bridge> [ddnet] struct CQuad 12:34 <+bridge> [ddnet] { 12:34 <+bridge> [ddnet] CPoint m_aPoints[5]; 12:34 <+bridge> [ddnet] CColor m_aColors[4]; 12:34 <+bridge> [ddnet] CPoint m_aTexcoords[4]; 12:34 <+bridge> [ddnet] 12:34 <+bridge> [ddnet] int m_PosEnv; 12:34 <+bridge> [ddnet] int m_PosEnvOffset; 12:34 <+bridge> [ddnet] 12:34 <+bridge> [ddnet] int m_ColorEnv; 12:34 <+bridge> [ddnet] int m_ColorEnvOffset; 12:34 <+bridge> [ddnet] }; 12:34 <+bridge> [ddnet] ``` 12:35 <+bridge> [ddnet] I'd guess for UV mapping 12:35 <+bridge> [ddnet] whats UV? 12:39 <@Learath2> U and V are the X and Y in the coordinate space of the texture 12:41 <+bridge> [ddnet] The quads are rendered with wrapping, so whatever image you have is repeated infinitely in every direction, the first instance of which is at (u_0, v_0) = (0.0f, 0.0f) 12:41 <+bridge> [ddnet] by changing the texture coordinates you can render a smaller part of the image, or multiple instances of the image 12:42 <+bridge> [ddnet] first is usually what's done by mappers, second is what we do to render the checker pattern in the background of the editor 12:44 <+bridge> [ddnet] (x and y are in the quads coordinate space btw, not the maps) 12:51 <+bridge> [ddnet] all this network compatibility stuff is so ugly 😦 13:40 <@Learath2> I'm seriously about to go mental, why won't cmake use SDL2.dylib even when I delete the damn bundled version 13:44 <+bridge> [ddnet] @timakro can you give me a hand in getting 0.7 working when you are around? 13:52 <+bridge> [ddnet] @Learath2 what do you need? 13:54 <+bridge> [ddnet] I seem to have gotten something wrong with snapping the player, the camera isn't on the client 13:54 <+bridge> [ddnet] isn't locked on the tee* 13:54 <+bridge> [ddnet] I can control the tee just fine though 😛 13:54 <+bridge> [ddnet] while paused or generally? 13:54 <+bridge> [ddnet] generally 13:55 <+bridge> [ddnet] you need to set the team correctly i guess 13:55 <+bridge> [ddnet] does the client know its NOT spectator? 13:55 <+bridge> [ddnet] well 13:56 <+bridge> [ddnet] now that i think about it 13:56 <+bridge> [ddnet] you probably forgot the m_Local = 1 for yourself 13:56 <+bridge> [ddnet] the playerinfo no longer includes m_Local 13:56 <+bridge> [ddnet] NewClientInfoMsg.m_Local = 1; 13:56 <+bridge> [ddnet] in gamecontext.cpp::OnClientEnter 13:56 <+bridge> [ddnet] https://github.com/teeworlds/teeworlds/blob/master/src/game/server/gamecontext.cpp#L699 13:58 <+bridge> [ddnet] @Learath2 while adding 0.7 support for ddnet, please return true for the Translate stuff, just like for DDNet clients, so that 0.7 gets correct client ids, not the faked ones. This would break 0.7 dummies 13:58 <+bridge> [ddnet] m_Local does seem to be set just fine 13:59 <+bridge> [ddnet] do you have your code available somewhere? 14:00 <+bridge> [ddnet] I can push it 14:00 <+bridge> [ddnet] okay 14:39 <+bridge> [ddnet] @heinrich5991 is it possible for me to tempt you into doing the compatibility code? 15:15 <+bridge> [ddnet] aah that makes sense with the texture coordinates, i think i did it once on accident in the editor 15:15 <+bridge> [ddnet] thats the stretching you can do by pressing shift and pulling on a quad 15:15 <+bridge> [ddnet] thanks :) 16:00 <+bridge> [ddnet] @Learath2 in addition to all the usual crap about me not finishing projects (do you see the showall fix/http masters anywhere?), I'm also a bit ambivalent about the compatibility code 16:00 <+bridge> [ddnet] https://github.com/Learath2/ddnet/tree/dd_pr_07 well here is what I have 16:00 <+bridge> [ddnet] it works but it'll take a lot of further patching 16:01 <+bridge> [ddnet] however it's not pretty 16:01 <+bridge> [ddnet] this is what I'll pr and no I couldn't get it any prettier, I spent like 10 hours and did `git reset --hard HEAD` like 20 times 16:03 <+bridge> [ddnet] How does one become a contributer to ddnet repo? 16:04 <+bridge> [ddnet] 1) Code something 16:04 <+bridge> [ddnet] 2) Create a pull request 16:04 <+bridge> [ddnet] 3) Profit? 16:06 <+bridge> [ddnet] Thank you 🙂 16:09 <+bridge> [ddnet] Anyone know how to list client versions in rcon cli? 16:09 <+bridge> [ddnet] `status` I think 16:10 <+bridge> [ddnet] @heinrich5991 do you happen to know how netobjtypes work? 16:10 <+bridge> [ddnet] yes 16:10 <+bridge> [ddnet] what do you want to know? 16:11 <+bridge> [ddnet] Are they translated somehow? they seem to have moved around a bit but things still seem to work 16:11 <+bridge> [ddnet] translated where? 16:12 <+bridge> [ddnet] you need to translate them for compatibility 16:12 <+bridge> [ddnet] Thank you @heinrich5991 I used it before but I was blind 16:12 <+bridge> [ddnet] (unless nothing changed between 0.6/0.7, I don't know) 16:13 <+bridge> [ddnet] I guess what I was wondering is whether the snaps carry some mapping inside them, like between the types in the snap and all the types 16:14 <+bridge> [ddnet] not for non-extended snap objects 16:14 <+bridge> [ddnet] I see 16:19 <+bridge> [ddnet] Has anyone here built DDNet-Server on windows using CMake with MYSQL ON 16:20 <+bridge> [ddnet] doubt it 16:20 <+bridge> [ddnet] I guess it doesn't work? 16:20 <+bridge> [ddnet] There was one guy trying to get it working but I think he gave up 16:21 <+bridge> [ddnet] xD 16:21 <+bridge> [ddnet] Thought it's just me 16:21 <+bridge> [ddnet] hm. we do ship mysql libraries for windows though 16:21 <+bridge> [ddnet] Weird thing is it finds the mysql livbraries but throws weird error, thanks will see if I can get it working 16:21 <+bridge> [ddnet] we should add it to CI if we want to support it 16:23 <+bridge> [ddnet] Cl? 16:25 <+bridge> [ddnet] continuous integration, the tests we run on each pull request 16:25 <+bridge> [ddnet] we use github actions currently 16:29 <+bridge> [ddnet] Oh nice ! 16:29 <+bridge> [ddnet] build currently failing on macOS due to broken toolchain 16:30 <+bridge> [ddnet] normally™, we don't have that 😛 16:31 <+bridge> [ddnet] the system headers should be passed with -isystem, I couldn't check that because I've been doing 3 other prs 16:47 <+bridge> [ddnet] Are you all currently building and compiling on linux then cross compiling to windows? 16:47 <+bridge> [ddnet] I think yes 16:48 <+bridge> [ddnet] but there are some developers that develop on Windows and compile on Windows as well 16:54 <+bridge> [ddnet] @ImJustANobody i think the mysql lib we ship is broken 16:54 <+bridge> [ddnet] try downloading a new one 16:54 <+bridge> [ddnet] do you build with VS or mingw btw? 16:54 <+bridge> [ddnet] Thank you, CMake says it's using a bundled version 16:55 <+bridge> [ddnet] VS, will try mingw 16:55 <+bridge> [ddnet] hm 16:55 <+bridge> [ddnet] would try replacing the mysql libraries in ddnet-libs directory 16:55 <+bridge> [ddnet] maybe that fixes it already 16:56 <+bridge> [ddnet] Is the bundled version the one you shipping? 17:19 <+bridge> [ddnet] yes 18:04 <+bridge> [ddnet] @heinrich5991 how should we handle teehistorian for 0.7 clients? 18:04 <+bridge> [ddnet] not all messages are compatible 18:06 <+bridge> [ddnet] @Learath2 if you can, record the messages before translation 18:06 <+bridge> [ddnet] So just record them as is? I guess the internal structure of the message doesn't really concern teehistorian 18:07 <+bridge> [ddnet] yes 19:37 <+bridge> [ddnet] I have a coding dilemma, I want to handle some sixup messages in `CGameContext::OnMessage` I don't want to limit myself to doing only simple translations but I don't want to duplicate the handling in `OnMessage` either 19:39 <+bridge> [ddnet] I even tried template specialization (doesnt look too good) 20:24 <+bridge> [ddnet] no one? 20:26 <+bridge> [ddnet] okay, I'll just do it in a dirty way, but if one of you complains when I make a PR, they can fix it themselves 23:24 <+bridge> [ddnet] https://www.reddit.com/r/pcgaming/comments/g0gdug/riots_trusted_valorant_mods_deleted_a_thread/ 23:24 <+bridge> [ddnet] @Learath2 look, riot are using a kernel driver anticheat that runs on ring-0 23:24 <+bridge> [ddnet] and its a shitshow 23:25 <+bridge> [ddnet] :poggers: 23:25 <+bridge> [ddnet] yeah, what an insane concept 23:25 <+bridge> [ddnet] I wonder why a majority CCP owned company would want a rootkit in millions of computers 23:26 <+bridge> [ddnet] :pepeH: 23:26 <+bridge> [ddnet] lucky i dont play shit riot games 23:27 <+bridge> [ddnet] dota for life 23:27 <+bridge> [ddnet] we should play a round some time 23:27 <+bridge> [ddnet] yea 23:27 <+bridge> [ddnet] valve VAC is software 23:27 <+bridge> [ddnet] and its pretty famous 23:27 <+bridge> [ddnet] idk 23:28 <+bridge> [ddnet] "EAC pulls it off with a service, VAC pulls it off with software integration. PunkBuster relied on a service (in earlier versions*1) There is no need for a kernel driver. This makes me think of things like SafeDisc." 23:29 <+bridge> [ddnet] I do kinda understand wanting a kernel driver, because the cheaters actually do put their cheats aaaalll the way up in ring 0 23:32 <+bridge> [ddnet] found this 23:32 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/699371404180717718/EVf0uD2VAAc1fym.png 23:33 <+bridge> [ddnet] also when you uninstall the game, the anticheat is not uninstalled 23:35 <+bridge> [ddnet] ofc not, why would you uninstall a rootkit willingly?