01:12 <+bridge> [ddnet] When I try to compile DDNet on the WSL (Version 1) with gcc it will compile fine and start. However, it cannot initialize SDL2 then because I'm on the subsystem. Is there a known way around this somehow? 01:12 <+bridge> [ddnet] ```log 01:12 <+bridge> [ddnet] [2020-11-21 01:11:30][sdl]: SDL version 2.0.10 (compiled = 2.0.10) 01:12 <+bridge> [ddnet] error: XDG_RUNTIME_DIR not set in the environment. 01:13 <+bridge> [ddnet] [2020-11-21 01:11:30][gfx]: unable to init SDL video: No available video device 01:13 <+bridge> [ddnet] [2020-11-21 01:11:30][gfx]: out of ideas. failed to init graphics 01:13 <+bridge> [ddnet] [2020-11-21 01:11:30][client]: couldn't init graphics 01:13 <+bridge> [ddnet] ``` 01:13 <+bridge> [ddnet] This are the last 5 lines printed to the log 05:01 <+bridge> [ddnet] How can I quickly compile DDNet? I change a string and it takes 1 minute to compile 06:53 <+bridge> [ddnet] @Learath2 you could copy the whole config directory and try on Linux or send to us 08:37 <+ChillerDragon> @Spyry how many threads do you use for compiling? How bad is your hardware? And which file are you editing? If you edit a deeply rooted file that everyone depends on then it has to recompile a lot. 08:43 <+bridge> [ddnet] @stnwtr does WSL support graphical applications at all? 08:44 <+bridge> [ddnet] because this error message sounds like not 08:52 <+bridge> [ddnet] and what is your goal? If it's just to get a Windows executable, you should use mingw or Visual Studio 09:00 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/779617195135074304/unknown.png 09:05 <+bridge> [ddnet] @Jupstar ✪ it was a clean config 09:08 <+bridge> [ddnet] Just use the most recent github version. 09:08 <+bridge> [ddnet] @Ravie write shorter messages 09:12 <+bridge> [ddnet] I really love the new chat layout. Especially that it has miniature of a player skin. It's easier to tell if that's a zombie or a human. Players tend to trick others a lot telling "he is on right side of a map, catch him" while being on the other one 😄 09:13 <+bridge> [ddnet] I was tricked by that every time and it was annoying 😅 09:14 <+bridge> [ddnet] @Ravie how does it break readability? it improves it actually 09:16 <+bridge> [ddnet] what do you mean hole on the left side 09:16 <+bridge> [ddnet] idk about you, but I read who said the message, and then my eyes naturally go to the *left side* of the next line 09:16 <+bridge> [ddnet] the text is always align next to the name 09:16 <+bridge> [ddnet] @Ravie write the exact same text with old chat 09:16 <+bridge> [ddnet] and send a pic and then rate again 09:17 <+bridge> [ddnet] if you read chat as a continuous text, this does break the flow 09:17 <+bridge> [ddnet] mhh ok, i disagree on that 09:18 <+bridge> [ddnet] also more often that not it leaves a single word in the next line which looks extra stupid with the huge hole next to it 09:18 <+bridge> [ddnet] it should have been like that before 09:18 <+bridge> [ddnet] we didnt change that algorithm 09:18 <+bridge> [ddnet] yeah but it would be kinda tucked under the name and not look dumb 09:19 <+bridge> [ddnet] well the best would be if the name is above the message always like here on discord 09:19 <+bridge> [ddnet] but the chat is too small for that 09:19 <+bridge> [ddnet] cozy mode :justatest: 09:19 <+bridge> [ddnet] also most games with chat that I'm familiar with also wrap chat like old tw 09:45 <+bridge> [ddnet] @deen 09:45 <+bridge> [ddnet] I am trying to keep my Windows Environment clean and install most of the Toolchains on the WSL. So my question would be if it is possible to compile for Windows with gcc/g++. 09:45 <+bridge> [ddnet] However, I also tried installing VS Community 2019 but keep getting errors compiling the Client. 09:45 <+bridge> [ddnet] I am pretty new to DDNet-Sources and Compiling and only got basic knowledge in C/C++. 09:45 <+bridge> [ddnet] The warnings I get compiling with Visual Studio: 09:45 <+bridge> [ddnet] ```warnings 09:45 <+bridge> [ddnet] cl : Command line warning D9025 : overriding '/MDd' with '/MTd' 09:45 <+bridge> [ddnet] cl : Command line warning D9025 : overriding '/W3' with '/W0' 09:45 <+bridge> [ddnet] ``` 09:45 <+bridge> [ddnet] The error I get compiling with VS: 09:45 <+bridge> [ddnet] ```error 09:45 <+bridge> [ddnet] C:\Program Files (x86)\Windows Kits\10\include\10.0.18362.0\um\winnt.h(2482): error C2338: Windows headers require the default packing option. Changing this can lead to memory corruption. This diagnostic can be disabled by building with WINDOWS_IGNORE_PACKING_MISMATCH defined. 09:45 <+bridge> [ddnet] ``` 09:45 <+bridge> [ddnet] I read on some sites that this error occurs because of the `Zp (structure packing)` Flag. However, I cannot really find where to change it in Clion 10:13 <+bridge> [ddnet] @stnwtr Probably you need to use mingw and cross-compile then. 10:14 <+bridge> [ddnet] I'm not a Visual Studio expert, but there were some tutorials that should work: https://forum.ddnet.tw/viewtopic.php?t=5765 10:30 <+bridge> [ddnet] ~~Or just install Linux, fix that and ruin your life in every other aspect~~ 10:31 <+bridge> [ddnet] imo using cmake-gui makes it really ezt 10:32 <+bridge> [ddnet] imo using cmake-gui makes it really ez 10:32 <+bridge> [ddnet] just define the source and dest directory generate VS .sln project and open it normally in VS 10:39 <+bridge> [ddnet] VS2019 should be able to open CMake project directly 10:39 <+bridge> [ddnet] finally 😄 12:27 <+bridge> [ddnet] @noby have u exported your fng 0.7 map without a "data" directory 12:27 <+bridge> [ddnet] bcs it looks broken with 0.7 client 12:28 <+bridge> [ddnet] i sometimes get huge fps drops right now, with no apparent reason 12:28 <+bridge> [ddnet] even on older versions? 12:28 <+bridge> [ddnet] how can i figure out where they come from? 12:28 <+bridge> [ddnet] good point, gonna check 12:29 <+bridge> [ddnet] i didnt have them earlier tho and my computer setup hasnt changed, no problems in other games 12:29 <+bridge> [ddnet] the biggest problem with laggs is using a old client after using a new client, bcs that can reset alot of default config vairables 12:30 <+bridge> [ddnet] ah, also between the closer versions? 12:30 <+bridge> [ddnet] no 12:30 <+bridge> [ddnet] i switch between the steam (non-nightly) and the one from the aur all the time 12:30 <+bridge> [ddnet] that should be fine 12:30 <+bridge> [ddnet] okay, im gonna check on an old client 12:32 <+bridge> [ddnet] @Comrade VS's cmake support is god awful 12:33 <+bridge> [ddnet] Your best bet on windows is to avoid VS, just use mingw or msvc from the command line with whatever make you want 12:33 <+bridge> [ddnet] nmake, ninja, msys make all work just fine 12:34 <+bridge> [ddnet] but cmakes vs support is good xd 12:37 <+bridge> [ddnet] @Jupstar ✪ about the map optimizer, do I just run it after map_convert_07? 12:37 <+bridge> [ddnet] yes but be aware that it always outputs maps into "out" 12:37 <+bridge> [ddnet] oh, that's a bit annoying, but ok 12:38 <+bridge> [ddnet] but you could do ./map_optimize "m.map" "../m.map" 12:38 <+bridge> [ddnet] probably 12:38 <+bridge> [ddnet] ok not the same name 12:38 <+bridge> [ddnet] else it reads and writes the same file xD 12:38 <+bridge> [ddnet] that is very unintuitive 12:38 <+bridge> [ddnet] ../m.map should be from your CWD, not from out 12:38 <+bridge> [ddnet] and the default can be out/m.map, ok 12:38 <+bridge> [ddnet] yes but i said that in the pr 12:38 <+bridge> [ddnet] its to be sure its not overwritting old files ever 12:38 <+bridge> [ddnet] I forgot about that stuff already, too long ago 😄 12:39 <+bridge> [ddnet] but feel free to change this parameter things 😄 12:40 <+bridge> [ddnet] just want to use it for 0.7 maps for now, not improve it 12:40 <+bridge> [ddnet] alright 12:41 <+bridge> [ddnet] @deen do you understand what that guy on steam tried to say? 12:44 <+bridge> [ddnet] not sure which 12:46 <+bridge> [ddnet] @Jupstar ✪ if you only want to build yeah the vs project generation works, it's hardly any good for development 12:46 <+bridge> [ddnet] @deen 12:46 <+bridge> [ddnet] https://steamcommunity.com/app/412220/eventcomments/2988663148728603286 12:47 <+bridge> [ddnet] nor is it "good" for building, the generated project will not have launch targets correctly set 12:47 <+bridge> [ddnet] some graphics bugs, maybe ask him to provide screenshots 12:49 <+bridge> [ddnet] well it sounded like he fixed it, but not sure xD 12:49 <+bridge> [ddnet] you asked me if i can help him, but i dont understand him xd 12:49 <+bridge> [ddnet] @Learath2 it updates if the cmake file changes 12:51 <+bridge> [ddnet] map_optimize takes a while, but 50% size is nice 12:51 <+bridge> [ddnet] map_convert was slower for me xD 12:51 <+bridge> [ddnet] killed my whole pc xD 12:51 <+bridge> [ddnet] sure, but I had map_convert finsihed already 12:52 <+bridge> [ddnet] ah ok 12:52 <+bridge> [ddnet] and now need to map_optimize all maps 😄 12:52 <+bridge> [ddnet] out of memory probably? 12:54 <+bridge> [ddnet] nah i have 32gb, it was just that KDE thought my pc crashed or smth, atleast i had to replace it with a new isntance 12:54 <+bridge> [ddnet] i triggered all maps at once xD 12:54 <+bridge> [ddnet] map_optimize takes around 5minutes with all my cores 13:04 <+bridge> [ddnet] that sounds dangerous 13:05 <+bridge> [ddnet] @Jupstar ✪ want to look into it? Got to go afk a bit 13:05 <+bridge> [ddnet] otherwise I'll check in the evening 13:06 <+bridge> [ddnet] i've no idea for the network code, but if its easy i can look into it 13:46 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/779689154354348062/screenshot_2020-11-21_13-44-42.png 13:46 <+bridge> [ddnet] where is my update button xD 13:47 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/779689354170728488/screenshot_2020-11-21_13-45-08.png 13:48 <+bridge> [ddnet] settings -> ddnet 13:48 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/779689788390768640/screenshot_2020-11-21_13-51-35.png 13:48 <+bridge> [ddnet] cant find it 13:49 <+bridge> [ddnet] weird 13:50 <+bridge> [ddnet] so i have to download from website? 13:50 <+bridge> [ddnet] maybe idk 13:50 <+bridge> [ddnet] update manualy 13:52 <+bridge> [ddnet] @Boti. nice to move all your stuff in the new folder... 13:59 <+bridge> [ddnet] yup 14:00 <+bridge> [ddnet] @Slayzn its better to replace and store all stuff into your config directory anyway 14:00 <+bridge> [ddnet] the config directory is just like a data directory, u can do the same thing there 14:00 <+bridge> [ddnet] i will do^^ 14:19 <+bridge> [ddnet] https://blog.rust-lang.org/2020/11/19/Rust-1.48.html 14:20 <+bridge> [ddnet] :PES2_OmgMask: 16:26 <+Learath2> Riddle me this, I'm too sleepy to study I'll just fall asleep, I'm too sleepy to code, I can't really think when sleepy and I can't sleep because then I won't be sleepy at night 16:26 <+Learath2> Wtf am I supposed to do then? I'm just standing up and walking around the house so I don't just fall asleep 16:29 <+bridge> [ddnet] sleep 16:30 <+bridge> [ddnet] or play teeworlds :greenthing: 16:35 <+bridge> [ddnet] <> play teeworlds 16:39 <+Learath2> everyone knows I only play tw at 2am 17:34 <+bridge> [ddnet] @deen I think we explicitly wanted ot not run Jupeey's optimize map tool on all maps 17:35 <+bridge> [ddnet] what does that tool do? 17:35 <+bridge> [ddnet] removes unused tiles from tilesets 17:35 <+bridge> [ddnet] ah 17:35 <+bridge> [ddnet] that sounds pretty useful tho 17:36 <+bridge> [ddnet] ah, you're only talking about autogenerated 0.7 maps, I see (@ deen) 17:38 <+bridge> [ddnet] @deen is showall now on and cant be disabled? 17:38 <+bridge> [ddnet] (for teams) 17:49 <+bridge> [ddnet] @Slayzn yes, the last few versions had a broken autoupdater unfortunately 17:50 <+bridge> [ddnet] @Jupstar ✪ no, but client sends the distance and server sends as far you can see 17:50 <+bridge> [ddnet] @heinrich5991 yeah, only autogenerated ones. especially important because 0.7 download is so slow 17:51 <+bridge> [ddnet] got a crash 17:51 <+bridge> [ddnet] But you can still manually enable /showall to get a demo where you can see all 17:51 <+bridge> [ddnet] in the auto demo of my friend it was exactly when someone joined 17:52 <+bridge> [ddnet] so you can reproduce it with demo? 17:52 <+bridge> [ddnet] then should be easy to debug 17:52 <+bridge> [ddnet] nope 17:52 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/779751125472641054/Planet_Mercury___.demo 17:52 <+bridge> [ddnet] (spec the other tee "lume") 17:52 <+bridge> [ddnet] the timing is just too perfect 17:53 <+bridge> [ddnet] exactly crashed when someone joined, or the skindownloader) 17:54 <+bridge> [ddnet] :/ 17:54 <+bridge> [ddnet] sadly no output nothing 😦 18:05 <+bridge> [ddnet] @deen fwiw download on 0.7 should be at old fastdownload speeds now 18:05 <+bridge> [ddnet] yes, that's still relatively slow for me when I'm far away 18:05 <+bridge> [ddnet] Which is still nowhere near what we get with http yeah 18:30 <+bridge> [ddnet] The releases on the website are completely broken for me, doesn't happen if I build it myself, I can't debug it either 18:30 <+bridge> [ddnet] (it's rather impossible to debug something when you have no debug symbols) 18:31 <+bridge> [ddnet] oh damn. could it be related to the shared library versions on your system? 18:32 <+bridge> [ddnet] could be, do you know of a ldd equivalent I could use to check which libraries are being loaded? 18:32 <+bridge> [ddnet] oh, it's on mac? 18:32 <+bridge> [ddnet] on windows 18:33 <+bridge> [ddnet] i think windows should always prefer the local directory 18:33 <+bridge> [ddnet] macOS might be completely insane, but atleast it comes with the tools to sort out the insanity 18:33 <+bridge> [ddnet] but it's weird that you're the only one reporting it. many should use windows 18:36 <+bridge> [ddnet] well we have ppl who record instant crash dont we? 18:36 <+bridge> [ddnet] in steam 18:36 <+bridge> [ddnet] and in #bugs 18:39 <+bridge> [ddnet] smells like it crashes in the nvidia driver 18:40 <+bridge> [ddnet] oh no... 18:40 <+bridge> [ddnet] since I never installed the driver by hand I assume windows update shipped it to me 18:40 <+bridge> [ddnet] mhh, but u said it showed strange outputs, didnt u? 18:41 <+bridge> [ddnet] ah could u test 14.6 or earlier 18:42 <+bridge> [ddnet] ah could u test 14.5 or earlier 18:42 <+bridge> [ddnet] wanna know if old renderer works atleast 18:43 <+bridge> [ddnet] I don't understand anything about this, if I launch it from a command line it works just fine. If I launch it under a debugger it instantly crashes, if I launch it by double clicking it just dies around when we initialize gfx 18:43 <+bridge> [ddnet] ohh ok 18:43 <+bridge> [ddnet] confusing af 18:43 <+bridge> [ddnet] maybe timing tho 18:43 <+bridge> [ddnet] in windbg it says it crashed deep inside the nvidia driver, in VS it says it crashed in ntkernel, in cdb it says it didn't crash at all 18:43 <+bridge> [ddnet] now that we have timing crashes with intel and nvidia driver this is really bad :/ 18:44 <+bridge> [ddnet] but this one is completly different 18:44 <+bridge> [ddnet] intel crashes inside a map 18:45 <+bridge> [ddnet] also its not confirmed yet, its just possible 18:47 <+bridge> [ddnet] How do I switch from Time to Score? 18:49 <+bridge> [ddnet] SDL2 calls into some opengl thing, which calls into nvoglv64.dll which calls into KernelBase.dll!GetFileType() which fails and raises an exception 18:49 <+bridge> [ddnet] `0xC0000008: An invalid handle was specified.` 18:50 <+bridge> [ddnet] This is the best I can do without symbols for SDL2.dll 18:50 <+bridge> [ddnet] @Learath2 do u know our caller?= 18:50 <+bridge> [ddnet] I don't have symbols for our code either 18:50 <+bridge> [ddnet] I can try to reverse it 😛 18:51 <+bridge> [ddnet] oh yeah right u said that 😄 18:51 <+bridge> [ddnet] but own builds work fine @Learath2 ? 18:51 <+bridge> [ddnet] yep, if I build it myself it works fine 18:51 <+bridge> [ddnet] maybe its a mingw bug xd 18:51 <+bridge> [ddnet] no idk what sdl it links to if I build myself 18:52 <+bridge> [ddnet] Ah, ghidra figured out what SDL function it's calling 18:52 <+bridge> [ddnet] I forget that disassemblers use more than just debug symbols 😛 18:52 <+bridge> [ddnet] it's SDL_CreateWindow 18:53 <+bridge> [ddnet] well u could just replace the SDL2.dll 18:53 <+bridge> [ddnet] Which explains why it crashes before I ever see any graphics 18:54 <+bridge> [ddnet] How silly is it that windows doesn't let me know it crashed? it seems like it exits gracefully but it raises an exception all the way in the kernel... 18:55 <+bridge> [ddnet] i probs would as soon as the windows would be created 18:55 <+bridge> [ddnet] but without any kind of window it just closes it 18:55 <+bridge> [ddnet] if there is a console attached it launches fine btw 18:56 <+bridge> [ddnet] thats a really strange bug xD 18:56 <+bridge> [ddnet] have u tried 32bit? 18:56 <+bridge> [ddnet] wait I'm almost there 😛 18:58 <+bridge> [ddnet] I wonder if this has something to do with the debugging support we added 18:59 <+bridge> [ddnet] `GDI32.DLL::ChoosePixelFormat` 18:59 <+bridge> [ddnet] `opengl32.dll!pgldrvLoadAndAllocDriverInfo()` 19:00 <+bridge> [ddnet] um 19:00 <+bridge> [ddnet] but its default off 19:00 <+bridge> [ddnet] but this should be the normal process of creating a opengl window 19:00 <+bridge> [ddnet] doesnt sound weird to me 19:02 <+bridge> [ddnet] Okay for some reason my computer is running AppVerifier 19:03 <+bridge> [ddnet] Which I don't get because I don't even have it running? 19:04 <+bridge> [ddnet] okay, seems VS injects this to break on exceptions 19:06 <+bridge> [ddnet] I can't work like this, why is it injecting things into my environment? 19:06 <+bridge> [ddnet] what did u expect xd 19:07 <+bridge> [ddnet] How am I supposed to debug a volatile bug when the environment is actively being manipulated by the debugger itself? 19:07 <+bridge> [ddnet] I don't get how this tool is "industry standard" and how people swear by it. How can you do any serious work with this? 19:11 <+bridge> [ddnet] have u tried to disable highdpi flag? 19:15 <+bridge> [ddnet] Okay found why verifier.dll is getting injected. Did you know about IFEO on windows? turns out VS sometimes sets a global flag on an image file 19:15 <+bridge> [ddnet] but forgets to remove it when it's done debugging 19:16 <+bridge> [ddnet] never heard of it xd 19:21 <+bridge> [ddnet] Windows and it's mishmash of a thousand year old systems is really so, sooo, sooooooo annoying 19:21 <+bridge> [ddnet] How in the world can a process with TrustedInstaller privileges fail to write to registry? 19:25 <+bridge> [ddnet] Anyway, removing the stupid registry key using some arcane black magic to launch regedit with TrustedInstaller privileges finally fixed this most annoying issue 19:28 <+bridge> [ddnet] @deen can you lookup where finishes are made, on what exact server? 19:28 <+bridge> [ddnet] from database no 19:28 <+bridge> [ddnet] ok 19:28 <+bridge> [ddnet] from teehistorian yes, I think 19:29 <+bridge> [ddnet] i just still wonder about my crash, maybe asan server side would have shown something 19:29 <+bridge> [ddnet] asan only runs on ger2 19:29 <+bridge> [ddnet] yeah thats why i wanted to know 😄 19:30 <+bridge> [ddnet] and ger2 showed nothing special in the last days except what I opened the bug for 19:30 <+bridge> [ddnet] ok 19:32 <+bridge> [ddnet] guess i have to play with asan then xd 19:32 <+bridge> [ddnet] even if the perf is really annoying 19:37 <+bridge> [ddnet] I guess there is no timing bug, there is a bug in sdl though which causes this exception when a console is not attached 19:37 <+bridge> [ddnet] I'm guessing some winapi function takes a handle to an existing window before allowing you to create a new one, but we nuke our console too early 19:37 <+bridge> [ddnet] but does using a different SDL.dll fix it? 19:38 <+bridge> [ddnet] well let me give it a try to just complete this mess of an experiment 19:40 <+bridge> [ddnet] nope even with the newest SDL the exception is raised 19:40 <+bridge> [ddnet] I'm guessing somewhere along the 5 different libraries this call traverses, someone catches this exception and drops it 19:41 <+bridge> [ddnet] (instead of not passing an invalid handle to winapi in the first place) 19:42 <+bridge> [ddnet] Oh if you ever want to give Application Verifier a try on windows, it's also completely broken unless you launch it with TrustedInstaller privileges 19:43 <+bridge> [ddnet] and windbg might or might not accidentally add your application to the wrong application verifier list causing it to be run under 32bit, a native 64bit binary running under 32bit is veeery fun to debug 19:45 <+bridge> [ddnet] And application verifier requiring kernel support is a testimony to how horrible an ecosystem windows is 19:46 <+bridge> [ddnet] I will go have a drink, this experience really depressed me 20:01 <+bridge> [ddnet] How do I switch from Time to Score? 20:05 <+bridge> [ddnet] in client? cl_ddrace_scoreboard 0 20:06 <+bridge> [ddnet] in server: there's probably some flag or it depends on servertype 20:06 <+bridge> [ddnet] try to change name to something not containing ddnet/race 20:06 <+bridge> [ddnet] @Pure_luck you probably know ^ 20:43 <+bridge> [ddnet] @deen in which file can I change this? 20:47 <+bridge> [ddnet] gamemode.h 20:51 <+bridge> [ddnet] does anyone know what default flags are set by gcc ? how can I check that 20:51 <+bridge> [ddnet] like -Wall 20:56 <+bridge> [ddnet] `gcc -Q --help=warnings|grep enabled` 20:57 <+bridge> [ddnet] @deen i changed the names and not worked 21:00 <+bridge> [ddnet] Don't set GAMEINFOFLAG_TIMESCORE in gamecontroller.cpp 21:01 <+bridge> [ddnet] Try to figure out such things on your own. In this case it was rather easy. I told you about cl_ddrace_scoreboard already, when you grep for that, you find its in-code name `ClDDRaceScoreBoard`. When you grep for that, you find `m_TimeScore` in `scoreboard.cpp`. When you grep for that, you find `GAMEINFOFLAG_TIMESCORE` in `gameclient.cpp`. So the final grep for that delivers you to the source in the server: `gamecontroller.cpp` 21:08 <+bridge> [ddnet] @Spyry I've just made this 21:08 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/779800406435299328/Screenshot_from_2020-11-21_23-07-56.png 21:08 <+bridge> [ddnet] As none of DDRace gameinfo flags were relevant to my mod. 21:09 <+bridge> [ddnet] And yes, TIMESCORE is the thing. 21:09 <+bridge> [ddnet] Btw you will bump into many more fixes after that. As there is no separate score for points, it's still seconds. 21:09 <+bridge> [ddnet] And you will need to remove all logic that will load and save time. 21:10 <+bridge> [ddnet] And maybe you will need to negate score for 0.7 clients before giving it them. 21:10 <+bridge> [ddnet] I mean giving them negative value. 21:10 <+bridge> [ddnet] And you will need to add adding score for kills off course. 21:11 <+bridge> [ddnet] And you will need to add incrementing score for kills off course. 21:12 <+bridge> [ddnet] ```src/game/server/player.cpp 21:12 <+bridge> [ddnet] void CPlayer::ProcessScoreResult(CScorePlayerResult &Result)``` 21:12 <+bridge> [ddnet] comment out all here 21:12 <+bridge> [ddnet] ah and you will need to reset score after match end 21:13 <+bridge> [ddnet] and make matches 😄 as there are none 21:13 <+bridge> [ddnet] @deen ty 21:14 <+bridge> [ddnet] negative score logic is here 21:14 <+bridge> [ddnet] 21:14 <+bridge> [ddnet] src/game/server/player.cpp 21:14 <+bridge> [ddnet] 21:14 <+bridge> [ddnet] ```void CPlayer::Snap(int SnappingClient) 21:14 <+bridge> [ddnet] ... 21:14 <+bridge> [ddnet] - int Score = abs(m_Score) * -1; 21:14 <+bridge> [ddnet] + int Score = m_Score; 21:14 <+bridge> [ddnet] + if (Server()->IsSixup(SnappingClient)) 21:14 <+bridge> [ddnet] + Score = m_Score * -1; 21:14 <+bridge> [ddnet] ``` 21:14 <+bridge> [ddnet] not sure if you really need it 21:15 <+bridge> [ddnet] also 21:15 <+bridge> [ddnet] 21:15 <+bridge> [ddnet] ```src/game/server/player.cpp 21:15 <+bridge> [ddnet] 21:15 <+bridge> [ddnet] void CPlayer::Snap(int SnappingClient) 21:15 <+bridge> [ddnet] ... 21:15 <+bridge> [ddnet] - pPlayerInfo->m_Score = Score == -9999 ? -1 : -Score * 1000; 21:15 <+bridge> [ddnet] + pPlayerInfo->m_Score = Score == -9999 ? -1 : -Score; // TBD: removed multiplication 21:15 <+bridge> [ddnet] + //pPlayerInfo->m_Score = Score == -9999 ? -1 : -Score * 1000; 21:15 <+bridge> [ddnet] ``` 21:15 <+bridge> [ddnet] as time score was in milliseconds and you reuse score variable, so you don't need multiplication 21:17 <+bridge> [ddnet] @Spyry @stnwtr ^ about scoring 21:19 <+bridge> [ddnet] @deen unfortunately there is no simple switch as DDNet is tailored to scoring in time, not points. 21:19 <+bridge> [ddnet] Oh 21:20 <+bridge> [ddnet] Also to show score to all players on "match end" you need to set server flag to paused = true for 3-5 seconds. 21:21 <+bridge> [ddnet] That was a hard trick to find. 21:21 <+bridge> [ddnet] There is no documentation and I've spent about day searching for that. 21:21 <+bridge> [ddnet] There is no documentation and I've spent about a day/ searching for that. 21:21 <+bridge> [ddnet] But we can write one ofc 21:27 <+bridge> [ddnet] eh it's rather awful to work with ddnet as a mod base :/ 21:27 <+bridge> [ddnet] too much spaghetti 21:37 <+bridge> [ddnet] ```go 21:37 <+bridge> [ddnet] make -j$(nproc) 21:37 <+bridge> [ddnet] [ 23%] Built target engine-shared 21:37 <+bridge> [ddnet] [ 23%] Built target json 21:37 <+bridge> [ddnet] [ 24%] Built target dilate 21:37 <+bridge> [ddnet] [ 24%] Built target fake_server 21:37 <+bridge> [ddnet] [ 25%] Built target map_extract 21:37 <+bridge> [ddnet] [ 32%] Built target game-shared 21:37 <+bridge> [ddnet] Scanning dependencies of target DDNet-Server 21:37 <+bridge> [ddnet] [ 34%] Building CXX object CMakeFiles/DDNet-Server.dir/src/game/server/score.cpp.o 21:37 <+bridge> [ddnet] ``` 21:37 <+bridge> [ddnet] Now don't compile anymore 21:38 <+bridge> [ddnet] :justatest: 23:44 <+bridge> [ddnet] https://github.com/chuck-norris-network