00:00 <+bridge> [ddnet] Tilemaps can reference more than one image/spritesheet 00:00 <+bridge> [ddnet] 00:00 <+bridge> [ddnet] Wdym by polygons with 4 vertices? Is this for a specific feature? Polygons in Tiled have no vertex limitations. 00:00 <+bridge> [ddnet] Or do you mean other way aroubd? I see 00:00 <+bridge> [ddnet] those are teeworlds/ddnet map limitations 00:02 <+bridge> [ddnet] So im not sure what you mean by polygons, but yeah, I'm imagining that you would use a Tiled python script that will output JSON conformant to your own ddnet JSON format, and when it encounters those sorts of limitations it issues an error to the user 00:09 <+bridge> [ddnet] yeah I guess just throwing an error would be fine. you convinced me that its probably possible to create workarounds for everything 00:09 <+bridge> [ddnet] currently I'm not really motivated enough to start this, the size and complexity of the tiled map format make it a little daunting and I currently enjoy other projects more (currently I'm working on a blender add-on to import teeworlds/ddnet maps and am making good progress :D https://gitlab.com/Patiga/twmap-blender/ ). If I come back to to working on twmap maybe I'll go for the tiled format, having someone I can ask for help would definitel 00:10 <+bridge> [ddnet] Oh yeah like I said, you can just do JSON for everything. For my game I never touch TMX etc its all json 00:11 <+bridge> [ddnet] blender lol 00:11 <+bridge> [ddnet] just porting ddnet maps to everything now 00:11 <+bridge> [ddnet] raytraced ddnet map pleaae 00:16 <+bridge> [ddnet] raytracing nice 00:16 <+bridge> [ddnet] could also make a mod "what does the tee actually see" where you can only see outline of everything, bcs thats what a 2d entity would see 00:18 <+bridge> [ddnet] that wouldn't be hard to prototype at all too 00:20 <+bridge> [ddnet] but yeah for raytracing 2D stuff you have to allow some refraction to avoid that 00:27 <+bridge> [ddnet] is your game available somewhere, or just an educational project? 02:02 <+bridge> [ddnet] its an ugly wip https://github.com/AODQ/pulcher 02:11 <+bridge> [ddnet] i do the Tiled JSON map loading stuff here tho if thats what you were asking https://github.com/AODQ/pulcher/blob/master/plugins/base/src/base/map/map.cpp 02:11 <+bridge> [ddnet] Just use JSON loader and ignore anything tiled related 02:51 <+bridge> [ddnet] the youtube video looks quite impressive 02:53 <+bridge> [ddnet] thanks. im working on the AI for the single player campaign enemies but I hate writing AI lol 03:03 <+bridge> [ddnet] looks very similar to Soldat 🙂 03:20 <+bridge> [ddnet] Yeah it takes a lot of stuff from Soldat. If you've played Xonotic a lot of weapons and mechanics are similar to that too 08:33 <+bridge> [ddnet] New Multeasy update? 09:41 <+bridge> [ddnet] image.png 09:41 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/902461804318445588/image.png 09:41 <+bridge> [ddnet] lmao pistol damage \:) love it 09:42 <+bridge> [ddnet] Petition to make ddnet mod friendly \:) 09:42 <+bridge> [ddnet] Can we get some custom controller hooks like vanilla has? 13:14 <+bridge> [ddnet] That was for an April 1 event where I enabled pistol damage on DDNet servers 13:26 <+bridge> [ddnet] Oh that sounds fun! 14:11 <+bridge> [ddnet] @deen do you need any help getting a release out? I have a couple hours today, I can give a hand if there are any outstanding issues that need fixing 14:11 <+bridge> [ddnet] make the changelog :greenthing: 14:12 <+bridge> [ddnet] I can try to make the changelog now 14:12 <+bridge> [ddnet] I proposed a couple years back to automate generating a changelog :D 14:12 <+bridge> [ddnet] I think we need the crash fixed before release 14:12 <+bridge> [ddnet] 👀 14:12 <+bridge> [ddnet] i proposed it some weeks ago 14:12 <+bridge> [ddnet] https://github.com/ddnet/ddnet/issues/4240 if you can find something out 14:12 <+bridge> [ddnet] @Learath2 14:12 <+bridge> [ddnet] with this 14:12 <+bridge> [ddnet] @deen do we have the core and the binary of the crash? 14:13 <+bridge> [ddnet] yes, it's on a few servers 14:13 <+bridge> [ddnet] ssh fra.ddnet.tw 14:13 <+bridge> [ddnet] cd servers/crash 14:14 <+bridge> [ddnet] Perfect. I'll get home in like an hour then I'll take a look 14:15 <+bridge> [ddnet] Ooh, I even have an idea what the issue is 14:15 <+bridge> [ddnet] That backtrace sounds familiar 14:19 <+bridge> [ddnet] @deen does it happen on a shutdown? 14:25 <+bridge> [ddnet] I don't thin kso 14:25 <+bridge> [ddnet] I saw it in logs where a player killed and left, but there were other players on the server I think 14:27 <+bridge> [ddnet] Wish I'd taken my laptop with me, so curious :D 14:38 <+bridge> [ddnet] Mh it's not what I thought it was :/ 14:42 <+bridge> [ddnet] @Patiga so i still havent found out why it deletes the messages. but i found out its 100% the bot 14:46 <+bridge> [ddnet] @Ryozuki\: make a wiki site with automated changelogs, i was asked a few times ingame already if there are human readable changelogs for github somewhere \:D 14:52 <+bridge> [ddnet] thats hard to do without conventional commits 14:52 <+bridge> [ddnet] with conv commits and https://github.com/orhun/git-cliff 14:52 <+bridge> [ddnet] u just need 1 command 14:52 <+bridge> [ddnet] we just need to enforce it :monkalaugh: 14:53 <+bridge> [ddnet] as ez as putting "fix:" before a fix and "feat:" before a feature 14:53 <+bridge> [ddnet] cant it use pr names? 14:54 <+bridge> [ddnet] it uses commit messages 14:54 <+bridge> [ddnet] https://www.conventionalcommits.org/en/v1.0.0/#summary 14:54 <+bridge> [ddnet] they are probs sometimes too specific 14:54 <+bridge> [ddnet] not rly 14:55 <+bridge> [ddnet] they allow lot of flexibility 14:55 <+bridge> [ddnet] e.g "chore:" for something not related to code like CI settings 14:55 <+bridge> [ddnet] recommends build:, chore:, ci:, docs:, style:, refactor:, perf:, test:, and others. 14:56 <+bridge> [ddnet] e.g you add a new feature to client, you would do "feat(client): added blood and gore" 14:56 <+bridge> [ddnet] and when the changeloge generates it creates sub sections for each 14:56 <+bridge> [ddnet] client, server, etc 14:56 <+bridge> [ddnet] 14:57 <+bridge> [ddnet] an example generated changelog 14:58 <+bridge> [ddnet] ok, but sounds pretty complicated xD 14:58 <+bridge> [ddnet] how so 14:59 <+bridge> [ddnet] u just add fix or feat: 14:59 <+bridge> [ddnet] i thought dev ppl were smart 14:59 <+bridge> [ddnet] i am a potato 14:59 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/902541972257001512/unknown.png 14:59 <+bridge> [ddnet] this would just need to be written 14:59 <+bridge> [ddnet] chore: Upgrade ddnet-libs 14:59 <+bridge> [ddnet] omg 14:59 <+bridge> [ddnet] so much iq 14:59 <+bridge> [ddnet] needed 14:59 <+bridge> [ddnet] :monkalaugh: 15:00 <+bridge> [ddnet] alone the word "chore" 15:00 <+bridge> [ddnet] ? 15:00 <+bridge> [ddnet] i'd forget it 15:00 <+bridge> [ddnet] bcs i never use that vocabulary 15:00 <+bridge> [ddnet] not if u see it before 15:00 <+bridge> [ddnet] cmon ur just being petty 15:01 <+bridge> [ddnet] u usually dont do any chore anyway 15:01 <+bridge> [ddnet] u would do just fix or feat 15:03 <+bridge> [ddnet] @Learath2 i got the ddnetbot to work now but it cant find players cant list points or smth 15:05 <+bridge> [ddnet] You need to run the support scripts to download and generate the required tables 15:06 <+bridge> [ddnet] Jupstar: Why am I not seeing colors on console when I run DDNet? 15:06 <+bridge> [ddnet] maybe ur terminal doesnt support it 15:06 <+bridge> [ddnet] urxvt-256colors, should be ok 15:07 <+bridge> [ddnet] how is it detected? 15:07 <+bridge> [ddnet] wait i added a arch wiki link in the code 15:07 <+bridge> [ddnet] i see colors 15:07 <+bridge> [ddnet] ``` 15:07 <+bridge> [ddnet] Some terminals support the full range of 16 million colors (RGB, each with 8 bit resolution): xterm, konsole, st, etc. The corresponding TERM values xterm-direct, konsole-direct, st-direct, etc. are supported starting with ncurses version 6.1 [4]. For more info about terminal emulators and applications that support true color, see [5]. 15:07 <+bridge> [ddnet] 15:07 <+bridge> [ddnet] Note that the Linux kernel supports the SGR escape sequences for true-color, but it is pointless to use it, because the driver maps the 24-bit color specifications to a 256-colors color map in the kernel (see the functions rgb_foreground, rgb_background). For this reason, there is no terminfo entry linux-direct. 15:07 <+bridge> [ddnet] ``` 15:07 <+bridge> [ddnet] https://wiki.archlinux.org/title/Color_output_in_console#True_color_support 15:08 <+bridge> [ddnet] the last sentence sounds to me like, it auto converts it if true color not supporter 15:08 <+bridge> [ddnet] the last sentence sounds to me like, it auto converts it if true color not supported 15:09 <+bridge> [ddnet] maybe u need rxvt-unicode 15:09 <+bridge> [ddnet] on arch 15:09 <+bridge> [ddnet] I have that, weird 15:10 <+bridge> [ddnet] well i dunno, just use a good terminal then xD 15:10 <+bridge> [ddnet] i use alacritty and it works for me 15:10 <+bridge> [ddnet] we cant support all stuff that never works 15:10 <+bridge> [ddnet] where are they? what are they called? 15:11 <+bridge> [ddnet] even xterm can handle it 15:11 <+bridge> [ddnet] what does tput colors say 15:11 <+bridge> [ddnet] 256 15:11 <+bridge> [ddnet] ❯ tput colors 15:11 <+bridge> [ddnet] 256 15:11 <+bridge> [ddnet] hmm 15:11 <+bridge> [ddnet] weird 15:11 <+bridge> [ddnet] echo $COLORTERM 15:11 <+bridge> [ddnet] truecolor 15:11 <+bridge> [ddnet] and this? 15:12 <+bridge> [ddnet] data/tools 15:12 <+bridge> [ddnet] I can't ping nuborn here, but it looks like he removed the blinking code on the server side for disabled pickups 15:12 <+bridge> [ddnet] I dont remember the order you run the scripts in 15:12 <+bridge> [ddnet] @nuborn\: 15:13 <+bridge> [ddnet] wwwwwaaaaaaaait xd 15:13 <+bridge> [ddnet] rxvt-xpm 15:13 <+bridge> [ddnet] Note: By default urxvt uses the same colors as Xterm, except one. Add URxvt.color12: rgb:5c/5c/ff to Xresources to change this. 15:13 <+bridge> [ddnet] @deen 15:13 <+bridge> [ddnet] idk xd 15:13 <+bridge> [ddnet] We need this for older clients that do not predict the doors 15:14 <+bridge> [ddnet] or any 0.7 client or whatever, basically any client except the one that is not released yet 15:14 <+bridge> [ddnet] Pickups? 15:14 <+bridge> [ddnet] yea 15:14 <+bridge> [ddnet] ah wait a sec 15:14 <+bridge> [ddnet] its door code and doors dont blink right 15:14 <+bridge> [ddnet] then its fine sorry 15:17 <+bridge> [ddnet] all gives me errors like that 15:17 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/902546565607096340/unknown.png 15:18 <+bridge> [ddnet] 0 15:19 <+bridge> [ddnet] Well you first need the diskcache module, and that script needs to run in python2 15:21 <+bridge> [ddnet] You also need to download the cache file from ddnet.tw 15:25 <+bridge> [ddnet] where 15:25 <+bridge> [ddnet] seems to work now 15:25 <+bridge> [ddnet] seems to work now the scripts but still dont know what to do with them 15:26 <+bridge> [ddnet] https://ddnet.tw/players-cache.zip 15:26 <+bridge> [ddnet] You also need https://ddnet.tw/players.json is one you need too iirc 15:26 <+bridge> [ddnet] page not found 15:27 <+bridge> [ddnet] Yeah I dont remember the exact url for that one 15:27 <+bridge> [ddnet] https://ddnet.tw/players.msgpack maybe? 15:27 <+bridge> [ddnet] Ah yes msgpack 15:27 <+bridge> [ddnet] ls 15:27 <+bridge> [ddnet] I too type ls into chats 15:27 <+bridge> [ddnet] 😄 15:27 <+bridge> [ddnet] haha 15:28 <+bridge> [ddnet] Why are you even trying to run the bot? It really is hard to keep running 15:28 <+bridge> [ddnet] @Styli wants it xD 15:28 <+bridge> [ddnet] You'll need cron jobs to get all these files and run the scripts regularly 15:28 <+bridge> [ddnet] There is one more file you need from ddnet.tw, the releases file. Idk the url for that either 15:29 <+bridge> [ddnet] You also need the records table from our sql backup, dont remember the url to that either 15:39 <+bridge> [ddnet] Wait a second, are doors not being predicted for movements? :( 15:40 <+bridge> [ddnet] aww, i thought they would be predicted already in this pr, then what is all of this for when its not being used right now? 15:41 <+bridge> [ddnet] I thought we also got prediction in for them didn't we? 15:42 <+bridge> [ddnet] i just tested it on my server, it seems like its not there :/ the only thing that works for doors is showing them closed/open correctly while always sending end and start points 15:42 <+bridge> [ddnet] so, they get sent correctly but there seems to be no prediction 15:43 <+bridge> [ddnet] So you still get the weird jittery movement when trying to got thru a closed door? 15:43 <+bridge> [ddnet] yes 15:43 <+bridge> [ddnet] Would have been nice to get that in aswell 15:43 <+bridge> [ddnet] yea 15:44 <+bridge> [ddnet] released already? 15:48 <+bridge> [ddnet] no 15:48 <+bridge> [ddnet] @fokkonaut projectiles and pickups are predicted now, doors and draggers are not 15:48 <+bridge> [ddnet] I'll rebuild 15.6-rc3 with it 15:49 <+bridge> [ddnet] with what? 15:49 <+bridge> [ddnet] There is no prediction for doors :/ 15:49 <+bridge> [ddnet] with your pull request 15:50 <+bridge> [ddnet] ah, but i think it shouldnt be too much to add prediction for doors before the release. We got the CCollision m_NumSwitchers and the switcher array filled already, plus we know which door is closed etc by switchstatus, we would just need to fix them up for the moverestrictions clientside 15:50 <+bridge> [ddnet] yes, clipping pickups in general (fokkonauts pr) should improve things even more 15:52 <+bridge> [ddnet] lol, actually it should be predicted already 15:52 <+bridge> [ddnet] ohhhh 15:53 <+bridge> [ddnet] it's not that hard to add door prediction, but getting it to work consistently when doors are added/removed from the snapshot is a little more work/thinking 15:53 <+bridge> [ddnet] since the code for doing something like that doesn't exist already (in the server doors are just static and created when map is loaded) 15:54 <+bridge> [ddnet] yea 15:54 <+bridge> [ddnet] what about this\: 15:54 <+bridge> [ddnet] https://github.com/ddnet/ddnet/pull/4245#issuecomment-951810850 15:55 <+bridge> [ddnet] Please no more new features for this release 15:55 <+bridge> [ddnet] does it need a fix? 15:56 <+bridge> [ddnet] @nuborn how do you handle the case where doors intersect? 15:56 <+bridge> [ddnet] @nuborn i think its pretty easy to do, if we use a CDoor clientside too, like other entities 15:56 <+bridge> [ddnet] then they would only exist when the objects are there 15:58 <+bridge> [ddnet] Jupstar: yes, it looks like the length of m_pSwitchers is actually m_NumSwitchers+1, while m_NumSwitchers is the last index 16:00 <+bridge> [ddnet] @Learath2 yes, that part wouldn't be trivial, so didn't want to rush anything 16:00 <+bridge> [ddnet] I wonder how we do it on the serverside 16:01 <+bridge> [ddnet] doors that got created first get overriden 16:01 <+bridge> [ddnet] Lol what? 16:01 <+bridge> [ddnet] I think the server just overwrites the tiles in CCollision when the map is loaded, so CDoor doesn't actually do anything after that 16:01 <+bridge> [ddnet] so doors can overwrite each other, etc (I think, at least) 16:02 <+bridge> [ddnet] @Learath2 yes, crossing two doors of different numbers can create a hole where the cross, when the one only is deactivated 16:02 <+bridge> [ddnet] crossing of the same numbers dont matter# 16:02 <+bridge> [ddnet] crossing of the same numbers dont matter 16:02 <+bridge> [ddnet] The people who made ddrace initially collectively thought about 10 seconds on the problem 16:02 <+bridge> [ddnet] xd 16:04 <+bridge> [ddnet] I was thinking of an elaborate solution like generating a linked list of intersecting doors we can loop thru to figure out when to remove the collision 16:05 <+bridge> [ddnet] have fun :D 16:05 <+bridge> [ddnet] its not nice code to work with at all 16:05 <+bridge> [ddnet] Cant fix it now. I bet there are runs abusing that fact 16:06 <+bridge> [ddnet] Anyway, atleast makes prediction easier 16:06 <+bridge> [ddnet] I have created an ingame editor to place entities like pickups, doors and for the doors its really annoying to not fuck up existing doors 16:06 <+bridge> [ddnet] on add/remove 16:07 <+bridge> [ddnet] took a while to have all of that working fine 16:13 <+bridge> [ddnet] @heinrich5991 i am getting a little bit mad about the fact that my server keeps disappearing from the master list, do you know why that happens? 16:13 <+bridge> [ddnet] Server respons its registering just fine 16:14 <+bridge> [ddnet] Its not any firewall, since it happened with my old and new hoster 16:14 <+bridge> [ddnet] I would appreciate some instructions for how to debug https masterserver issues like that too ^ 16:14 <+bridge> [ddnet] at the moment it's a block box for me 16:14 <+bridge> [ddnet] blocker 16:14 <+bridge> [ddnet] ban 16:14 <+bridge> [ddnet] black* 16:15 <+bridge> [ddnet] I also saw ddnet sevrers disappearing from time to time 16:15 <+bridge> [ddnet] they came back at some point 16:15 <+bridge> [ddnet] i have no idea what this is about tho 16:16 <+bridge> [ddnet] once a full brutal server disappeared while i was on it, i couldnt find it anymore, 5-10 min later it appeared again 16:16 <+bridge> [ddnet] yeah, you're not the only one affected 16:16 <+bridge> [ddnet] manually pinging these servers works fine 16:39 <+bridge> [ddnet] I don't really know how best to debug https master issues that happen randomly like this either 16:44 <+bridge> [ddnet] add more log? 16:45 <+bridge> [ddnet] i mean it should know that it doesnt contact the server anymore, or if its a logic bug, maybe allow a var that on fly can tell what servers are about to be pinged(even if not reached) 16:47 <+bridge> [ddnet] ```c 16:47 <+bridge> [ddnet] MACRO_CONFIG_INT(SvServerInfoPerSecond, sv_server_info_per_second, 50, 0, 10000, CFGFLAG_SERVER, "Maximum number of complete server info responses that are sent out per second (0 for no limit)") 16:47 <+bridge> [ddnet] ``` 16:48 <+bridge> [ddnet] couldnt it also be that you have a small dos and the master list gets ignored? 16:48 <+bridge> [ddnet] or have you made sure already that its not that 16:49 <+bridge> [ddnet] its only for clients i see, so thats why kog in the past sometimes didnt show clients on a ddos attack 16:51 <+bridge> [ddnet] @nuborn i knew one day the numswitchers would be a problem again 16:51 <+bridge> [ddnet] :monkalaugh: 16:51 <+bridge> [ddnet] rename it to NumSwitchersPlusOne 16:51 <+bridge> [ddnet] or MinusOne 16:52 <+bridge> [ddnet] MinusOne 16:52 <+bridge> [ddnet] m_NumSwitchersNotLength 16:52 <+bridge> [ddnet] yes, it would be more intuitive to have the length 16:52 <+bridge> [ddnet] this fixed the crash? 16:52 <+bridge> [ddnet] or is that unrelated 16:53 <+bridge> [ddnet] unrelated 16:53 <+bridge> [ddnet] rip 16:53 <+bridge> [ddnet] also, what if the number of switchers is 1? m_NumSwitchers = 0. or length = 0 -> -1 16:53 <+bridge> [ddnet] wanted to see the RC 16:53 <+bridge> [ddnet] ye length is always 1 16:53 <+bridge> [ddnet] minimum 16:53 <+bridge> [ddnet] for some reason there is always one switcher 16:54 <+bridge> [ddnet] oh, yes, we always add one more, so it kind of always works 16:57 <+bridge> [ddnet] lmddracecodeo 17:08 <+bridge> [ddnet] translating from english to any latin based lang is hard 17:08 <+bridge> [ddnet] cuz english uses to much tech stuff 17:09 <+bridge> [ddnet] i dont even use my native lang in ddnet client 17:09 <+bridge> [ddnet] but well i like translating it 17:10 <+bridge> [ddnet] i also use english so much i forget the words in my native language 17:10 <+bridge> [ddnet] :monkaS: 17:11 <+bridge> [ddnet] its also that alot of words sound so bad in native languages xD 17:11 <+bridge> [ddnet] map would translate to "Karte" in german. Sounds so shit xDDD 17:12 <+bridge> [ddnet] like you try to find a way without navigation system 17:13 <+bridge> [ddnet] lets play a Karte 17:13 <+bridge> [ddnet] lets play a card xDDDDDDD 17:13 <+bridge> [ddnet] it has two meanings 17:16 <+bridge> [ddnet] maybe Spieldfeld would be better, but also uses much more letters than "map" 17:16 <+bridge> [ddnet] bugs in catalan means "insectes" 17:16 <+bridge> [ddnet] and nobody uses this 17:17 <+bridge> [ddnet] ok but this is special case \:D, bcs bug actually means bug 17:17 <+bridge> [ddnet] :monkaS: 17:17 <+bridge> [ddnet] its also "wrong" in english 17:18 <+bridge> [ddnet] nah 17:18 <+bridge> [ddnet] in english has the meaning of software bug 17:19 <+bridge> [ddnet] if you say "he trobat un insecte al meu codi!" (i found a bug in my code) 17:19 <+bridge> [ddnet] people will look u weird imho 17:19 <+bridge> [ddnet] xddd 17:19 <+bridge> [ddnet] if you say "he trobat un insecte al meu codi!" (i found a bug in my code!) 17:19 <+bridge> [ddnet] "In 1946, when Hopper was released from active duty, she joined the Harvard Faculty at the Computation Laboratory where she continued her work on the Mark II and Mark III. Operators traced an error in the Mark II to a moth trapped in a relay, coining the term bug. This bug was carefully removed and taped to the log book. Stemming from the first bug, today we call errors or glitches in a program a bug" 17:20 <+bridge> [ddnet] :bluekitty: 17:20 <+bridge> [ddnet] thanks little moth xD 17:20 <+bridge> [ddnet] well computers back then were rly big right 17:20 <+bridge> [ddnet] xd 17:21 <+bridge> [ddnet] was bound to happen 17:21 <+bridge> [ddnet] \:D 18:57 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/902601758138851438/unknown.png 18:57 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/902601771430576128/unknown.png 18:57 <+bridge> [ddnet] @deen is there a reason for the margin? 18:57 <+bridge> [ddnet] (bottom is the actual) 18:57 <+bridge> [ddnet] switcher 0, from game layer 18:58 <+bridge> [ddnet] ah its cuz its applied globally 18:58 <+bridge> [ddnet] also very stupid: game and front layer doors dont work if switch layer doesnt exist, probably known by many already tho 18:58 <+bridge> [ddnet] maybe i can disable the margin for the changelog specifically 18:58 <+bridge> [ddnet] ah ok 19:04 <+bridge> [ddnet] :greenthing: 19:10 <+bridge> [ddnet] when add colors, client yellow, server red, editor green xdd 19:10 <+bridge> [ddnet] (@Ryozuki) 19:11 <+bridge> [ddnet] and names also in colors, i want purple 19:11 <+bridge> [ddnet] but a dark purple, not a light one 19:15 <+bridge> [ddnet] still no idea. 19:17 <+bridge> [ddnet] <ṨtylerTime (i help on multeasy)> https://ddnet.tw/releases/ 19:17 <+bridge> [ddnet] <ṨtylerTime (i help on multeasy)> ? 19:17 <+bridge> [ddnet] <ṨtylerTime (i help on multeasy)> https://maps.ddnet.tw/ 21:24 <+bridge> [ddnet] can you give me a pcap from a time where that happens? 21:26 <+bridge> [ddnet] a pcap on the serverside would also be interesting. alternatively, one could log very verbosely with `RUST_LOG=debug` 21:27 <+bridge> [ddnet] the log option is probably not realistic, it's probably too much data 21:31 <+bridge> [ddnet] mh, are the outages long enough that getting a pcap is viable? 21:31 <+bridge> [ddnet] could also get a pcap and wait for an outage 22:20 <+bridge> [ddnet] i think it looks too cramped without 22:25 <+bridge> [ddnet] i like that the word 'bug' and also how it was originally found, makes the onus of the error put on an external force. 'Yes, there is a bug in my software' as if it's some external force of nature outside anyone programmer's control. 22:29 <+bridge> [ddnet] I don't think of an insect when I say bug, I seem to view the word similar to defect 23:03 <+bridge> [ddnet] <ṨtylerTime (i help on multeasy)> when im hosting 2 servers with ddnet-server, is there a easy way to connect bans? 23:03 <+bridge> [ddnet] <ṨtylerTime (i help on multeasy)> like when i ban someone on the first he also gets banned on the second one 23:05 <+bridge> [ddnet] no 23:08 <+bridge> [ddnet] <ṨtylerTime (i help on multeasy)> where do self hosted server store the bans? 23:13 <+bridge> [ddnet] I don't know, we use something like a globalbans.cfg for official ddnet servers 23:18 <+bridge> [ddnet] The server ban list is not stored on the hard drive. Type "bans" in F2. they are pretty deep in the engine 23:18 <+bridge> [ddnet] The server ban list is not stored on the hard drive. Type "bans" in F2. they are pretty deep in the engine 23:20 <+bridge> [ddnet] with bans_save you can save it to a file