00:02 <+bridge_> @essigautomat can you add waiting mapper label https://github.com/ddnet/ddnet/pull/11541 00:18 <+bridge_> does the map have to be releasable? 00:19 <+bridge_> whats releasable? 00:19 <+bridge_> able to be released 00:19 <+bridge_> yea 00:19 <+bridge_> able to be released onto ddnet servers 00:19 <+bridge_> released together with the fature for ddnet 00:19 <+bridge_> i dont think it needs a full map using only this feature, a part would be enough imo 00:19 <+bridge_> do u have a mapper? 00:19 <+bridge_> no 00:20 <+bridge_> Ive asked Cammodude but idk how it is going 00:20 <+bridge_> i feel like from scratch mapping a map to be released onto ddnet takes a while 00:20 <+bridge_> kinda dumb to block a perfect pr no? 00:20 <+bridge_> it does thats why none of the new tile features got released in long time 00:20 <+bridge_> kinda dumb to block a perfectly fine pr no? 00:21 <+bridge_> i didnt decide that, i think its dumb 00:21 <+bridge_> make an issuea to discuss the removal of it 00:21 <+bridge_> make an issue to discuss the removal of it 00:22 <+bridge_> no reason, ive talked about it countless times, hein thinks its a perfect idea 00:22 <+bridge_> well gg then its not getting removed 00:22 <+bridge_> i think it would be great to run some kind of contest for mappers to do map with new features 00:24 <+bridge_> this way a map would be tested even more and released quicker 00:24 <+bridge_> than finding 1 random mapper 00:24 <+bridge_> this way a feature would be tested even more and released quicker 00:24 <+bridge_> yea 00:24 <+bridge_> like why would you block the tile from mappers 00:24 <+bridge_> becuase most mappers i assume dont use github 00:25 <+bridge_> so how would they even know that it exists 00:25 <+bridge_> no idea why he thinks that :D 00:25 <+bridge_> im supposed to go and try convince people to use github by myself 00:25 <+bridge_> and he will try to revert it instead 00:25 <+bridge_> and he will try to revert it instead of helping 00:26 <+bridge_> releasing it instantly allows more eyes on the feature and more maps using it 00:26 <+bridge_> releasing it instantly allows more eyes on the feature faster and more maps using it 00:27 <+bridge_> maybe not instantly before it gets tested 00:27 <+bridge_> but putting all the weight on a dev isnt good idea 00:28 <+bridge_> yea but u get what i mean 00:28 <+bridge_> yea 00:32 <+bridge_> its pretty hard to get a map released onto ddnet 00:32 <+bridge_> testing process is rough 00:32 <+bridge_> i swear i see like 80% of maps get declined 00:32 <+bridge_> i swear i see like 80% of maps get declined, i wonder what the decline rate is 00:34 <+bridge_> could we do it? @murpi @l._ouis @learath2 00:34 <+bridge_> Run a contest for mappers to make a map with a new feature from github. weapon ammo feature is fully ready and should be easy to map. 00:34 <+bridge_> This way we get: 00:34 <+bridge_> - Properly tested feature by more people 00:34 <+bridge_> - Quicker map release 00:34 <+bridge_> - Quicker feature release 00:34 <+bridge_> - More creative map with the new feature 00:34 <+bridge_> - Community bonding, we havent had a contest in a while 00:35 <+bridge_> louis did want a map jam 00:35 <+bridge_> exactly a map jam 00:36 <+bridge_> I like the idea in general, I'd prefer to do it for any other ddnet tile than weapon ammo 00:37 <+bridge_> Don't understand me wrong, but other tiles offer more interesting gameplay options IMO 00:37 <+bridge_> i mean for now you have: tune lock/ninja tune/weapon ammo 00:38 <+bridge_> ninja tune is too small for map jam and idk if tune lock is generally approved 00:38 <+bridge_> variable door length tiles, target switches, envelope tiles 00:38 <+bridge_> doors are janky and i dont see many use cases for making them longer 00:38 <+bridge_> I think tune locks are very interesting 00:38 <+bridge_> louis is already making map for target switches 00:38 <+bridge_> tune locks are cool asf 00:39 <+bridge_> envelope tiles arent ready from what i can tell 00:39 <+bridge_> a map jam with tune locks 00:39 <+bridge_> is it reviewed? 00:39 <+bridge_> I think I even approved them 00:40 <+bridge_> i see 00:40 <+bridge_> then we could do 00:40 <+bridge_> i mean all of the features above are in need of a map 00:40 <+bridge_> yeah sound support is missing 00:41 <+bridge_> but wouldnt we want it merged for easier access for the map jam? 00:41 <+bridge_> if they are happy with the idea 00:42 <+bridge_> it could be just download links and beta on steam 00:42 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1463317836121505954/image.png?ex=6971646f&is=697012ef&hm=19f0790be0554c9cfb8b01acdc2430297cbe391fea5c058460f96379428e0475& 00:42 <+bridge_> ic 00:42 <+bridge_> if they dont want it merged 00:44 <+bridge_> why is emscripten build failing on this pr 00:44 <+bridge_> could you edit ur message to include tune lock 00:44 <+bridge_> could you edit ur message to include tune lock instead of just weapon ammo 00:44 <+bridge_> could we do it? @murpi @l._ouis @learath2 00:44 <+bridge_> Run a contest for mappers to make a map with a new feature from github. tune lock and weapon ammo features are ready. 00:44 <+bridge_> This way we get: 00:44 <+bridge_> - Properly tested feature by more people 00:44 <+bridge_> - Quicker map release 00:44 <+bridge_> - Quicker feature release 00:44 <+bridge_> - More creative map with the new feature 00:44 <+bridge_> - Community bonding, we havent had a contest in a while 00:44 <+bridge_> sure 00:46 <+bridge_> why is emscripten build failing on this pr nvm i pushed ddnet libs 00:46 <+bridge_> so um 00:47 <+bridge_> @essigautomat is tune prediction not part of ur roadmap in that issue 00:47 <+bridge_> tune is predicted tho 00:47 <+bridge_> its not listed and not predicted, idk what u mean 00:47 <+bridge_> it is predicted 00:47 <+bridge_> can you show whats wrong, maybe a bug 00:48 <+bridge_> https://discord.com/channels/252358080522747904/293493549758939136/1461808034475937984 00:49 <+bridge_> im pretty sure its more than this tune 00:49 <+bridge_> hook tunes are uhhh.. fun 00:49 <+bridge_> its predicted pretty sure 00:49 <+bridge_> how did you test it? 00:49 <+bridge_> on ddnet? 00:50 <+bridge_> maybe ddnet servers are not updated? 00:50 <+bridge_> with zone and not a command? 00:50 <+bridge_> zone yep 00:51 <+bridge_> i set tune_zone 1 player_collision 0 00:51 <+bridge_> and i can walk through dummy no lag 00:51 <+bridge_> so it is predictedf 00:51 <+bridge_> so it is predicted 00:52 <+bridge_> so im using copy moves to test, idk if this is a bad way but you could join me on voll 00:53 <+bridge_> copy moves with no tunezone is perfect 00:53 <+bridge_> but enter spawn, and its not predicted 00:53 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1463320591942553805/image.png?ex=69716700&is=69701580&hm=cef5a9fd34f695701374ec88e554b6bb1f16937bdcc09af66e912116e397ace8& 00:53 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1463320621256802367/image.png?ex=69716707&is=69701587&hm=256960dc02f36b0b7b7c185334d58d22b48093c15767d31f0e3635c9c887a72b& 00:54 <+bridge_> if this helps 00:54 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1463320752395780157/image.png?ex=69716726&is=697015a6&hm=66f48d3f80f7358020216f227cb70c56beaef4771f28c77f0ab906243531bcc8& 00:54 <+bridge_> so if you in and out the zone while stacked on top of eachother? 00:55 <+bridge_> idk what ur asking, you want me to enter and leave with copy on? 00:55 <+bridge_> so if you have copy moves on, how are you testing player collision if you arent colliding with your dummy 00:55 <+bridge_> when i enter tunezone from the left side, the dummy jumps in position farther left 00:55 <+bridge_> because it falls back to unpredicted which is a later tick 00:55 <+bridge_> because it falls back to unpredicted which is a earlier tick 00:56 <+bridge_> im just saying this is making other tees unpredicted 00:56 <+bridge_> you can find a very specific line in the code that intentionally disables prediction 00:56 <+bridge_> i dont understand without a video 00:56 <+bridge_> good thing my linux setup is forever broken 00:57 <+bridge_> ill find the line 01:04 <+bridge_> https://github.com/ddnet/ddnet/blob/3d92704285b40580fe9ed968653683155427109e/src/game/client/gameclient.h#L679 01:04 <+bridge_> `g_Config.m_ClAntiPing && g_Config.m_ClAntiPingPlayers && !m_Snap.m_SpecInfo.m_Active && Client()->State() != IClient::STATE_DEMOPLAYBACK && (m_aTuning[g_Config.m_ClDummy].m_PlayerCollision || m_aTuning[g_Config.m_ClDummy].m_PlayerHooking` 01:05 <+bridge_> `g_Config.m_ClAntiPing && g_Config.m_ClAntiPingPlayers && !m_Snap.m_SpecInfo.m_Active && Client()->State() != IClient::STATE_DEMOPLAYBACK && (m_aTuning[g_Config.m_ClDummy].m_PlayerCollision || m_aTuning[g_Config.m_ClDummy].m_PlayerHooking)` 01:05 <+bridge_> so I guess if either collision or player hooking is tuned, it ignores antiping? 01:06 <+bridge_> and seems to only affect dummy? this is really weird 01:07 <+bridge_> so this happens to have both tunes, but either one would cause the same issue 01:07 <+bridge_> or both have to be false? idk the convention of aTuning 01:07 <+bridge_> so I guess if either collision or player hooking is tuned off, it ignores antiping? 01:08 <+bridge_> so I guess if collision and player hooking is tuned off, it ignores antiping? 01:08 <+bridge_> how do you test it 01:08 <+bridge_> volleyball, spawn dummy, cl_dummy_copy_moves 1, move around 01:08 <+bridge_> or jump while in tune zone and while out 01:09 <+bridge_> volleyball, spawn dummy, cl_dummy_copy_moves 1, move around near a tunezone boundary 01:09 <+bridge_> you can also see this on Machine, the map starts with a tunezone like this 01:10 <+bridge_> ah not a tunezone, the whole map is no collision + no hooking 01:10 <+bridge_> so basically, for the entire map, you don't have any prediction. imo this is way worse than volleyball since it affects gameplay 01:10 <+bridge_> i see 01:10 <+bridge_> a bug prob 01:10 <+bridge_> well, it was very intentionally put there 01:11 <+bridge_> idk who did but it seems to be a patch for something else 01:11 <+bridge_> can be removed, no reason why player collision/hooking affects whole prediction 01:11 <+bridge_> i think 01:11 <+bridge_> its just extremely odd, someone probably complained it breaks something the other way 01:11 <+bridge_> and the hack job was to disable antiping 01:12 <+bridge_> this made me erroneously assume all of switch prediction was fucked cus the whole map is switch gimmick xd 01:12 <+bridge_> https://github.com/ddnet/ddnet/commit/45971ee8e9b2cff8beb960e75a404baad17ebf09 01:12 <+bridge_> 10 year old 01:12 <+bridge_> xD 01:12 <+bridge_> this is definetly wrong 01:12 <+bridge_> ill pr in a bit 01:13 <+bridge_> "Thanks, fixed. Supposed to disable antiping for players in solo parts or solo maps." 01:13 <+bridge_> So like 01:13 <+bridge_> how 01:13 <+bridge_> we have other ways to disable this in solo parts now] 01:13 <+bridge_> so its outdated 01:13 <+bridge_> was it tune before?? 01:13 <+bridge_> that's crazy 01:13 <+bridge_> so we didnt have sv_solo_server? 01:13 <+bridge_> i huess 01:13 <+bridge_> wow holy lore 01:13 <+bridge_> i guess 01:13 <+bridge_> that was worth discovering 01:15 <+bridge_> very interesting, i assume all solo server is forced now, even if the tunes havent been patched out> 01:15 <+bridge_> very interesting, i assume all solo server is forced now, even if the tunes havent been patched out? 01:15 <+bridge_> this is probably a tester question xd 01:34 <+bridge_> solo server works by putting everyone on separate team 01:34 <+bridge_> ill test solo tile 01:35 <+bridge_> solo tile uses core m_Solo 01:35 <+bridge_> so yea this check is just wrong 01:39 <+bridge_> im just wondering if all tunes have been patched out of old solo maps, now that hopefully solo server is enforced for this category (and race) 03:09 <+bridge_> cant u just reach out to a mapper 03:09 <+bridge_> if the concept is good someone will want to map it 03:11 <+bridge_> The thing is map jams dont make ppl make good maps. If u want visibility to the feature we could probably just do a short post in #announcements 03:12 <+bridge_> i would make maps if i could compile PRs 03:12 <+bridge_> :feelsbadman: 03:12 <+bridge_> shitbox pc this is 05:26 <+bridge_> Just download from GitHub 05:34 <+bridge_> the ones on github dont have bundled libs so they dont run for me 05:34 <+bridge_> i alr tried 06:09 <+bridge_> Then install on your Linux;; 09:25 <+bridge_> I didn't claim the roadmap to be perfect or finished or complete, the list already is very long 09:25 <+bridge_> good morning everyone :brownbear: 11:04 <+bridge_> does anybody know, why some servers on DDNet Ger are in 19.6 and some are in 19.7 ? 11:05 <+bridge_> Is this a bug or are you actually doing a phasing phase? 11:05 <+bridge_> could also ping the @ mappers role you made 11:05 <+bridge_> if you make a post in announcements 11:05 <+bridge_> maybe the multieasymap server is on restart-when-empty for weeks now 11:09 <+bridge_> No 11:16 <+bridge_> <0xdeen> servers should restart when they're empty 11:16 <+bridge_> <0xdeen> so we always have a kind of gradual rollout 12:42 <+bridge_> hello everyone, does anyone know why they don't log into the ddrace ru servers? he writes to me about problems with UDP or something like that. Although the European servers and other regions are working properly ? 12:43 <+bridge_> Sorry, but who are 'they'? 12:44 <+bridge_> oops, im* 12:44 <+bridge_> hello everyone, does anyone know why i don't log into the ddrace ru servers? he writes to me about problems with UDP or something like that. Although the European servers and other regions are working properly ? 12:45 <+bridge_> Did you mean that 12:45 <+bridge_> you can't join the DDNet RUS servers? 12:46 <+bridge_> yep quite so 12:46 <+bridge_> I can't either. 12:46 <+bridge_> sorry 13:20 <+bridge_> <0xdeen> Where do you live? I know that connections between Ukraine and Russia are intentionally blocked from both sides 13:25 <+bridge_> @essigautomat can you add new tile tag to 13:25 <+bridge_> @essigautomat can you add waiting for mapper tag to 13:26 <+bridge_> from russia 13:27 <+bridge_> I added the newtile tag - I didn't add the Pr: Waiting for map tag yet, because IMO a feature needs to be ready and approved before you start making a map, creating this whole "expensive" process and maybe involving other people 13:28 <+bridge_> you can approve then 13:28 <+bridge_> pr is ready :P 13:28 <+bridge_> I didn't even review yet >.< keeping up with everything is hard you know 13:29 <+bridge_> i heard this being done to prevent DDoS attacks or smth like that 13:31 <+bridge_> Idea: add bulletproof client verification to ddnet without going closed-source, implement an open-source launcher that verifies the game's .exe against signed hashes of official builds before launch. The launcher generates a one-time GUID token sent to a public web service, which the ddnet server cross checks during connection. This blocks modified or cheated binaries via cryptographic signatures from maintainers, while keeping everything user fri 13:31 <+bridge_> 13:31 <+bridge_> Servers can choose to verify who to trust.. 13:31 <+bridge_> 13:31 <+bridge_> I am not maxed out on cyber security but this could potentially lock out all fraudulent clients playing on ddnet servers no? Combine this with movement checks and present anticheat? 13:31 <+bridge_> 13:31 <+bridge_> Am i onto something here or is this just a fluke idea? 13:32 <+bridge_> idk what stops you from sending a fake GUID token 13:32 <+bridge_> cant you just spoof having the signed hash? 13:32 <+bridge_> exactly 13:34 <+bridge_> only way is server sided anti cheat/accounts with good moderation 13:34 <+bridge_> I also wouldn't want a kernel level anticheat in this game - ever 13:34 <+bridge_> The server would not trust the client but the auth service in that case, so if it would send a fake GUID it would be rejected because its not official? Guessing a cryptographic hash if we expire and request new verification every once in a while wont work either. So server would always query ddnets auth service for verification 13:35 <+bridge_> Like reauth with nonce 13:35 <+bridge_> launch the "real" ddnet to verify - use cheat client inplace 13:35 <+bridge_> take "official guid" from real client-> spoof it in hacked client 13:35 <+bridge_> this idea is fundamentally flawed on many levels 13:37 <+bridge_> @kebscs I'm merging #11360, quick question, is the lookup in `CGameWorld::CreatePredictedEvent` happening often? It's a linear search, not great 13:37 <+bridge_> https://github.com/ddnet/ddnet/pull/11360 13:38 <+bridge_> much appreciated :) let me check 13:38 <+bridge_> the find_if is only called when a new sound/effect is added 13:38 <+bridge_> so it wont be a lot 13:39 <+bridge_> worst case scenario is standing on top of shield+weapon so it spams the pickup sound, but that isnt a lot per tick anyway 13:39 <+bridge_> a malicious server could send you a ton i.g. 13:39 <+bridge_> its not from server, this is client side 13:40 <+bridge_> its searching if it didnt spawn the same predicted event already 13:40 <+bridge_> I see, if it's not polynomial times per tick it shouldn't be an issue 13:41 <+bridge_> shouldnt there be a way to prevent this as well? 13:41 <+bridge_> without anticheat running on someone's pc probably not 13:41 <+bridge_> tell us how 13:41 <+bridge_> yes i am thinking 13:41 <+bridge_> with current open source approach only server side checks are possible 13:42 <+bridge_> gah, been a while but did this in some hours 13:42 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1463513978117554247/image.png?ex=69721b1b&is=6970c99b&hm=43de5f62ad2f3cdce7bba8ee9e9883a9219522942cf39d69f7dbb2a2527e5d47& 13:42 <+bridge_> i know this really needs to be with tables and not flex :P ill fix it tomorrow cus its 5am now! 13:42 <+bridge_> gah, been a while since i touched any web dev but did this in some hours 13:42 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1463513978117554247/image.png?ex=69721b1b&is=6970c99b&hm=43de5f62ad2f3cdce7bba8ee9e9883a9219522942cf39d69f7dbb2a2527e5d47& 13:44 <+bridge_> watchout with sql injections 😉 Player `; DROP TABLE vball` will dominate 13:44 <+bridge_> I can save you some time, adding more layers doesn't help. You need something that operates above the authority of the client itself, then you come up with the idea of putting it in the kernel. Which is what all the game companies are doing nowadays 13:44 <+bridge_> API key is readonly ^^ 13:46 <+bridge_> sad 13:47 <+bridge_> Another avenue of interest is the "old" way, making a "launcher" that is so extremely convoluted that it's very hard to reverse engineer or inject code into. Then you have that launcher periodically monitor anything it has access to, scan all other processes and the game process itself. Then it uses "whitebox cryptography" to encrypt a small heartbeat saying everything is okay, which the client has to pass along to the server in order to not get ba 13:48 <+bridge_> VAC still operates like that iirc 13:49 <+bridge_> there is a certain charm in simplicity 13:53 <+bridge_> but thats too far out for ddnet i think 13:56 <+bridge_> cba to make a website look "interesting" and I find the more interesting a page looks the worse it is to use 13:56 <+bridge_> i might do some decorations for ranks and regions though ^^ 13:56 <+bridge_> volleyball achievements?! 13:57 <+bridge_> if you can detect that, hatrick, score 3 in a row ^^ 13:57 <+bridge_> hardest achievement 13:57 <+bridge_> beat cireme 13:57 <+bridge_> she can 14:02 <+bridge_> hammer the volley ball 1000 times 14:02 <+bridge_> don't make annoying grindy achievements, there are really good guides on how to do *good* ones 14:03 <+bridge_> i wouldnt say thats grindy 14:03 <+bridge_> yeah okay, but something like grind 5000 games just invites to stay afk and autoloose or something 14:03 <+bridge_> I meant this more like a general info 🙂 14:04 <+bridge_> yea 14:40 <+bridge_> <01000111g> where do i have to play to appear on this site? 14:42 <+bridge_> go to ddnet 14:42 <+bridge_> vote volleyball 14:43 <+bridge_> and volleybot will appear you need to make an account 14:51 <+bridge_> <01000111g> nice, I'll try this evening 15:41 <+bridge_> <_qey> @totar is there aim assistance in any way shape or form implemented in your client? 15:42 <+ChillerDragon> tater client is legit 15:42 <+bridge_> <_qey> Either people try to play dumb with me saying they play with TClient or there is aim assistance. 15:42 <+ChillerDragon> 60% of voldemord users say they use "t" 15:43 <+ChillerDragon> and 30% say kaktys 15:43 <+bridge_> <_qey> My anti-cheat bans for aimbot those who claim to be playing on TClient alongside real hacked clients. 15:43 <+ChillerDragon> does your antibot detect them as tclient? 15:43 <+bridge_> <_qey> I have no client identification, it’s a behavior-based anti-cheat. 15:44 <+ChillerDragon> i see 15:44 <+ChillerDragon> well i can ensure you tclient is legit 15:44 <+ChillerDragon> the tclient+ sussy cheat fork you get on russian telegram is not .. 15:45 <+ChillerDragon> and i can also tell you that many players claim to use tclient even if they do not actually do that 15:45 <+bridge_> <_qey> It’s just everyone, literally everyone appealing it claims to be playing TClient. 15:45 <+ChillerDragon> yes 15:45 <+ChillerDragon> thats common 15:45 <+ChillerDragon> only tclient tho? 15:45 <+ChillerDragon> no cactus? 15:46 <+bridge_> <_qey> Well, in recent iteration only TClient. 15:46 <+ChillerDragon> i would have some tips for you but i can not discuss that publicly 15:47 <+bridge_> <_qey> There were 4 iterations of my AC already, the latest is the best yet, false-positives are close to none. 15:47 <+bridge_> Tclient has cursor position normalization which you should consider 15:47 <+bridge_> But now it's not exposed by UI so few people use it 15:47 <+ChillerDragon> and its also not a cheat right? 15:47 <+ChillerDragon> just might trip ab 15:47 <+bridge_> Non 15:47 <+bridge_> It used to trip dng because my maths was bad and the distance it set it to was like 50k or smthin 15:48 <+bridge_> Dng* 15:48 <+bridge_> Fng* 15:48 <+bridge_> Bloody autocorrect 15:48 <+bridge_> <_qey> What do you mean by position normalization? 15:49 <+bridge_> <_qey> I cannot discuss the exact specifics of the AC publicly either, even though I only amount 100 players at best. 15:51 <+bridge_> <_qey> It’s hard to debug with that many clients. Fun fact: the Voldemort client actually has aimbot (or some kind of it) when it is specifically turned off, but some other features are on. 15:55 <+bridge_> <_qey> Not sure on how to contact you privately. 15:57 <+bridge_> Well the bot has !contact but it’s muted xd 15:57 <+bridge_> Basically everywhere except telegram and discord 15:59 <+bridge_> <_qey> Rules out the only two things I use, lol. 16:02 <@heinrich5991> ChillerDragon: please also fix your bot to not reconnect every 10 min 16:03 <+bridge_> How 16:05 <+bridge_> Any ideas welcome. But why do you even care @heinrich5991 16:06 <@heinrich5991> there's a bug in your code, or in your dependency 16:06 <@heinrich5991> I don't know 16:06 <@heinrich5991> I care because you spam my logs 16:06 <+bridge_> ```cpp 16:06 <+bridge_> // set the target anyway though so that we can keep seeing our surroundings, 16:06 <+bridge_> // even if chat or menu are activated 16:07 <+bridge_> vec2 Pos = GameClient()->m_Controls.m_aMousePos[g_Config.m_ClDummy]; 16:07 <+bridge_> if(g_Config.m_TcScaleMouseDistance && !GameClient()->m_Snap.m_SpecInfo.m_Active) 16:07 <+bridge_> { 16:07 <+bridge_> const int MaxDistance = g_Config.m_ClDyncam ? g_Config.m_ClDyncamMaxDistance : g_Config.m_ClMouseMaxDistance; 16:07 <+bridge_> if(MaxDistance > 5 && MaxDistance < 1000) // Don't scale if angle bind or reduces precision 16:07 <+bridge_> Pos *= 1000.0f / (float)MaxDistance; 16:07 <+bridge_> } 16:07 <+bridge_> m_aInputData[g_Config.m_ClDummy].m_TargetX = (int)Pos.x; 16:07 <+bridge_> m_aInputData[g_Config.m_ClDummy].m_TargetY = (int)Pos.y; 16:07 <+bridge_> ``` 16:07 <+bridge_> means that when this is on the lowest length(mousepos) can be is 1000 16:07 <+bridge_> hey. can you please stop being so negative to me? 16:08 <+ChillerDragon> @heinrich5991 i see u using discord most of the time how can the irc logs even bother you? 16:09 <+bridge_> on sollyclient (fork of tclient with features i dont want everyone to have because they may be a bit sus) its 2000 16:13 <+bridge_> <_qey> Doesn’t seem to be related to my case. 16:13 <@heinrich5991> when I log into IRC, I see them, when I look into my IRC logs, I see them 16:13 <@heinrich5991> your bot would have been kicked out of populated channels years ago, constant reconnecting is not a nice thing to do on IRC 16:13 <+bridge_> <_qey> There goes my last try. I even re-downloaded Twitter, but there’s no option to DM you. 0 out of 3. Bad luck. 16:21 <+bridge_> is it negative, or is it just the truth when i havent gotten an answer in 2 weeks? 16:22 <+ChillerDragon> @heinrich5991 all irc channels i know are full of spam oO 16:22 <+ChillerDragon> thats why ppl hide the connection messages 16:22 <+ChillerDragon> but ye i agree i want it fixed too i lose actual chat messages because of it 16:22 <+ChillerDragon> was just curious why u care 16:23 <+ChillerDragon> @_qey u can ez whisper me in game or shoot me a mail to chillerdragon@gmail.com 16:23 <+bridge_> it really isnt hard to give a suggestion when you disagreed with the change. Just saying that you dont like it, and not proposing anything, that is negative 16:25 <+bridge_> also you scanning old messages even for "you-know-who" phrase just to bring them up, that is just spewing negativity 16:25 <+bridge_> you could just ignore it 16:26 <+bridge_> you could just ignore it, if you dont plan on replying to said thread anyway 16:26 <+bridge_> <_qey> I know I’m old, but now I have to wonder how old are you, lol. Not a question, just joking. 16:27 <+bridge_> dragons get quite old 16:27 <+bridge_> does it really need a proposal to disagree with something? 16:27 <+bridge_> otherwise its going nowhere 16:27 <+bridge_> chiller has leaked age previously if you wana try searching for it :troll: 16:27 <+bridge_> is it really hard to say, "lets try X instead" 16:27 <+bridge_> well, what is X ? 16:28 <+bridge_> idk, if I disagree with something i usually have a reason 16:28 <+bridge_> not just disagree to disagree, to be "negative" 16:28 <+bridge_> he stated that, he wants network.py to be for protocol definitions, not external consts 16:28 <+bridge_> > IMO, network.py should be the source of truth as to what network messages are valid. 16:28 <+bridge_> 16:28 <+bridge_> The implementation of said suggestion is on you, or you dont and wait for another maintainer to hop in 16:28 <+bridge_> If the changes are ass, I'd write that I don't like them even if I don't know a better solution. 16:29 <+bridge_> (not maintainer neanderthal opinion) 16:29 <+bridge_> so do i rewrite network.py, do i add a comment, do what? 16:29 <+bridge_> from my neutrel standpoint where i dont dislike either party, i think using protocol.h's defines here is fine and better than magic values, same is done for MAX_CLIENTS 16:29 <+bridge_> idk, its just frustrating to see that this is obviously a personal issue 16:29 <+bridge_> true, how hard is it to suggest a change 16:30 <+bridge_> you make a PR, heinrich as a maintainer gives his opinion, and its immediatly met with negativity 16:30 <+bridge_> 16:30 <+bridge_> this is like the 5th time 16:30 <+bridge_> some people are just stubborn, if its the 5th time im having the same problem 16:31 <+bridge_> with my ~200 prs this happens only when hein comments, im not sure what could be the problem 16:31 <+bridge_> maybe youre right this being personal issue 16:31 <+bridge_> <_qey> No, not that I care. It’s just… Dude said “email me”. Holy fuck. 16:31 <+bridge_> well its not cuz chiller is old, its cuz chiller hates discord 16:31 <+bridge_> i have an email too! 16:32 <+bridge_> chiller is old though.. 16:32 <+bridge_> <_qey> So do I. I’m here just because of… Whatever this is. 16:32 <+bridge_> your ac? or something something rule 3 16:33 <+bridge_> your ac? or something something rule 6 16:33 <+bridge_> <_qey> DDNet modding in general lately. 16:33 <+bridge_> 👍 16:33 <+bridge_> happy to have a new face around 16:34 <+bridge_> <_qey> Oh, I’m an old face. 16:34 <+bridge_> new old face 16:34 <+bridge_> whatever it is, hiello 16:34 <+bridge_> <_qey> Not as old as Chiller apparently. 16:35 <+bridge_> <_qey> Hello to you too, fellow developer. 16:36 <+bridge_> chiller was born with tw 16:36 <+bridge_> which is quite old 16:37 <+bridge_> i mean, just think about it 16:37 <+bridge_> would you have said the exact same thing if i were the one who reviewed it? ^^ 16:37 <+bridge_> 16:37 <+bridge_> obviously this is for heinrich to confirm, but what i got out of his review isnt even that he wants it changed 16:37 <+bridge_> he doesnt seem to want protocol consts outside of network.py at all 16:37 <+bridge_> 16:37 <+bridge_> personally, i'd just keep the "magic number", and use your extended comment explaining said magic number, instead of wrapping it with extra steps 16:37 <+bridge_> and since stuck his grubby lil fingers into every tw project there is 16:37 <+bridge_> not that thats a bad thing 16:37 <+bridge_> <_qey> Did you just imply his age by stating his alleged date of birth? 16:37 <+bridge_> ah no, this is conspiracy 16:38 <+bridge_> go find the thing where chiller says im too young 16:38 <+bridge_> i cba myself, but its out there 16:38 <+bridge_> <_qey> What is it with you and finding stuff? Are you an archeologist of some sort? 16:38 <+bridge_> its one thing! 16:40 <+bridge_> <_qey> Jack of all trades, I see. 16:41 <+bridge_> probably not with you. You're nice and you would reply to me just like now :owo: This is having a conversation like any other. 16:41 <+bridge_> 16:41 <+bridge_> I'm not sure what to do in that pr, so I'm not happy that I haven't gotten an answer to my question on that thread for weeks. So I wanted to bring some light or ask for help here in a jokingly way, hence "you-know-who". It wasn't meant to be negative at all. Bringing up that old message by him is just stirring up the pot for no reason imo 16:43 <+bridge_> Ive been coding in jobs for 4 years, also in smaller projects privately. I have never been met with this kind of "reviews". And ive worked with a lot of different nationalities. This is really bizare to me when something is declined just because of an opinion with no proposal 16:43 <+bridge_> <_qey> Not to interrupt, a lot of unnecessary pot stirring these days. Every time I get on this channel (and it’s not a lot) I see someone beefing. 16:43 <+bridge_> in a perfect world i'd send both you and heinrich in timeout to discuss this in dms ngl 16:43 <+bridge_> :kek: 16:43 <+bridge_> I dont like this being labeled as personal or negativity. I'm always only talking about the code 16:46 <+bridge_> maybe it seems that way because the "reviews" all personal opinions? and not actually related to code? 16:46 <+bridge_> <_qey> How do I know whether a “feature” I modded is needed in the official DDNet-Server? How do I decide whether I should PR it or not? 16:46 <+bridge_> make an issue on the repo and usually an admin, or contributor will tell you if it fits 16:47 <+bridge_> hmm, his review was on the architectual(?) side of things, not the implementation itself 16:47 <+bridge_> i guess its not related to the code itself, true 16:47 <+bridge_> I see what you mean 16:47 <+bridge_> but every other pr, even merged just few days ago does the same so idk what to do differently 16:48 <+bridge_> :PeepoShrug: can't help ya there sorry 16:48 <+bridge_> <_qey> I’m scared. 16:49 <+bridge_> do not be afraid my child 16:49 <+bridge_> -# sorry, had to 16:57 <+bridge_> <_qey> I have an all-private GitHub, open-source is frowned upon in my family. I want to start building a public profile, though. Is DDNet a good starting point? 16:57 <+bridge_> > open-source is frowned upon in my family 16:57 <+bridge_> step 1: replace your family with an OSS alternative 16:57 <+bridge_> step 2: ??? 16:57 <+bridge_> step 3: profit 16:59 <+bridge_> how is your family anti foss? 17:00 <+bridge_> <_qey> Not anti-FOSS per se. It’s important, but any modification made becomes closed-source, because of that thing, you know, called moneeeee. 17:01 <+bridge_> i could make a lot of money making an actually functional hacked client 17:01 <+bridge_> so could alot of the people here 17:01 <+bridge_> but we dont? 17:01 <+bridge_> because morals 17:01 <+bridge_> making paid clients is frowned upon by me 17:01 <+bridge_> hacked or not 17:03 <+bridge_> <_qey> Well, I only mod the server, so I’m in the clear here. 17:04 <+bridge_> <_qey> But… Now that you said it… Lol. 17:04 <+bridge_> cheats or not 17:04 <+bridge_> go mod minecraft, atleast your working off the work now owned by an evil company 17:04 <+bridge_> go make haxed minecraft, atleast your working off the work now owned by an evil company 17:06 <+bridge_> <_qey> Mone isn’t the priority in modding the server. At least, it wasn’t before. I started modding because DDNet lacked features I needed. 17:06 <+bridge_> <_qey> And then people started joining my server for some reason. 17:06 <+bridge_> <_qey> And where’s people, there’s mone to be made. And I like mone. 17:06 <+bridge_> im guessing your server isnt open source then 17:07 <+bridge_> I wanna steal cool stuff if you have any 17:07 <+bridge_> also make sure, when you say "mone" - to follow our masterserver and community rules if you want DDNet's support ^^ 17:07 <+bridge_> community rules are semi-optional, the masterserver rules are importante 17:08 <+bridge_> <_qey> Not that I’m aware of. 17:10 <+bridge_> <_qey> I’m the last person you should tell it to. There are literally approved communities that are in violation of the said rules. 17:10 <+bridge_> https://github.com/ddnet/ddnet/issues/11608 17:12 <+bridge_> <_qey> And that’s not taking into account not approved ones. Everyone breaks rules, why am I the one to blame? 😦 17:12 <+bridge_> am I? 17:12 <+bridge_> what shit 17:12 <+bridge_> where did i blame anyone ^^ 17:13 <+bridge_> <_qey> Well, I’m getting defensive here. 17:15 <+bridge_> <_qey> But it looks like the enforcement is selective at best. 17:18 <+bridge_> <_qey> And here lies the bitch of all (almost) open-source projects. People are not getting paid to give a fuck. So they give a fuck selectively or when the shit hits the fan. 17:27 <+bridge_> <_qey> I only have custom anti-VPN, anti-spam (including join-spam), anti-cheat and dynamically generated tune_layers (in a rectangle area). Nothing too fancy. 17:29 <+bridge_> 3 things i dont got a clue how to do and tune_layers which i got no clue what it does 17:33 <+bridge_> <_qey> You don’t do maps? 17:33 <+bridge_> I dont map them no 17:33 <+bridge_> what can you dynamically generate about them 17:34 <+bridge_> <_qey> About everything from game layer. And other layers for that matter. 17:35 <+bridge_> <_qey> I was thinking of creating Minecraft mod. But there are some culprits to it. 17:36 <+bridge_> <_qey> Or not Minecraft mod, but if you’re familiar with CS mode where you have to break the floor in order to get to the enemy? Something like that. 17:39 <+bridge_> <_qey> Oh, I also made it so that duels are recorded and demos are posted to Telegram. I was thinking of how to render them into MP4, but was too lazy to dig in. 18:31 <+bridge_> state the facts, don't bring nebulous terms into the conversation 18:31 <+bridge_> sometimes, it's hard, because it's not clear what the best solution is 18:31 <+bridge_> reviewing stuff takes time. finding the best solution takes time 18:32 <+bridge_> I have limited time to spend on ddnet, I won't spend it all on your PRs 18:32 <+bridge_> I did not scan old messages, I just read all old messages to get up to date 18:32 <+bridge_> please don't assume other's intentions, and if you do, assume good faith 18:33 <+bridge_> it's really annoying to visit this channel and always get negativity 18:33 <+bridge_> hey. can you please stop being so negative to me? 18:33 <+bridge_> where am I negative to you? 18:36 <+ChillerDragon> speaking of reviews that take time go send some @heinrich5991 https://github.com/ddnet/ddnet/pull/10399 https://github.com/ddnet/ddnet/pull/10964 18:36 <+bridge_> hello fellow developers 18:36 <+bridge_> anyone knows anything about this build error with cmake? I can't seem to fix it 18:36 <+bridge_> `-- Could NOT find Notify (missing: NOTIFY_LIBRARIES NOTIFY_INCLUDE_DIRS)` 18:36 <+ChillerDragon> @ar1gin which distro are you on? 18:37 <+bridge_> arch with cachyos repos 18:38 <+ChillerDragon> i have `libnotify` installed on pure arch 18:38 <+ChillerDragon> try installing that 18:38 <+bridge_> i have that installed as a dep for many other packages yet this doesn't seem to help 18:39 <+bridge_> may as well be a cachyos repo problem 18:39 <+ChillerDragon> maybe there is a dev lib too 18:39 <+ChillerDragon> but official readme also only mentions libnotify 18:39 <+ChillerDragon> on ubuntu there is libnotify-dev 18:39 <+ChillerDragon> but not on arch 18:40 <+bridge_> oh and i forgot to mention 18:40 <+bridge_> arch usually has dev dependencies in the nromal package 18:40 <+ChillerDragon> `pkg-config libnotify --cflags` 18:40 <+ChillerDragon> does this print for u? 18:40 <+bridge_> this is the error I get if i build it anyway: 18:40 <+bridge_> ``` 18:40 <+bridge_> /usr/include/libnotify/notify.h:25:10: fatal error: glib.h: No such file or directory 18:40 <+bridge_> 25 | #include 18:40 <+bridge_> | ^~~~~~~~ 18:40 <+bridge_> ``` 18:40 <+ChillerDragon> ah lel 18:41 <+ChillerDragon> install glibc maybe? xd 18:41 <+bridge_> glib 18:41 <+bridge_> ITS THERE!!! 18:41 <+bridge_> is different from glibc 18:41 <+ChillerDragon> or glib2 18:41 <+ChillerDragon> glib seems to be aur 18:41 <+ChillerDragon> thats sus 18:41 <+ChillerDragon> i dont have that installed 18:41 <+bridge_> `glib2` apparently 18:41 <+bridge_> `-I/usr/include/gdk-pixbuf-2.0 -I/usr/include/glycin-2 -I/usr/include/freetype2 -I/usr/include/libpng16 -I/usr/include/gio-unix-2.0 -I/usr/include/glib-2.0 -I/usr/lib/glib-2.0/include -DWITH_GZFILEOP -I/usr/include/libmount -I/usr/include/blkid -I/usr/include/sysprof-6 -pthread` 18:42 <+ChillerDragon> ye looks like u have some kind of libnotify 18:42 <+ChillerDragon> idk if cachyos is cursed xd 18:42 <+bridge_> :nouis: 18:43 <+ChillerDragon> do u have glib2 installed? 18:43 <+bridge_> ye glib2 is there 18:43 <+ChillerDragon> and glib2-devel? 18:43 <+bridge_> yes just tried that 18:43 <+ChillerDragon> i got that 18:43 <+bridge_> i might as well just switch back to arch repos and try it that way 18:44 <+ChillerDragon> just buy a mac 18:44 <+bridge_> you mean an orphanage? :justatest: 18:44 <+ChillerDragon> i think brew finally got fast 18:44 <+bridge_> funny thing is that the header file is there 18:44 <+bridge_> ``` 18:44 <+bridge_> - $ ls /usr/include/glib-2.0/glib.h 18:44 <+bridge_> /usr/include/glib-2.0/glib.h 18:44 <+bridge_> ``` 18:45 <+ChillerDragon> and ur pkgflags also say -I/usr/include/glib-2.0 18:45 <+ChillerDragon> maybe you have some systemwide findlibnotfiy.cmake thats fked 18:45 <+bridge_> :justatest: 18:46 <+ChillerDragon> stuff like that is so annoying 18:46 <+bridge_> part of why i hate cmake 18:49 <+bridge_> @chillerdragon in interact state, I dont get it why you use pOwnerPlayer in SyncInteractState 18:49 <+bridge_> if the player that shot projectile left, and new one rejoins and gets his id wont it be wrong? 18:49 <+bridge_> if the player left that shot projectile , and new one rejoins and gets his id wont it be wrong? 18:50 <+bridge_> i see you use m_UniqueOwnerId for CanHit but everything else is on current players 18:51 <+bridge_> ah nvm it calls FillOwnerDisconnected when theres no owner 18:51 <+bridge_> i wonder if this will work when game is paused or something, since its in Tick function 18:52 <+bridge_> i just updated my system and it builds w/o errors??? :omo: 18:54 <+bridge_> or maybe it is a problem, when newplayer joins itll call FillOwnerConnected on the new player @chillerdragon 19:24 <+bridge_> reposted on github too for vis 👍 19:29 <+ChillerDragon> im gores run rn 19:30 <+bridge_> np 19:30 <+ChillerDragon> i dont remember all details 19:30 <+ChillerDragon> but this pr does not and should also not fix all known bugs 19:30 <+ChillerDragon> the main goal is to not add any new bugs so to change as little behavior as possible 19:31 <+ChillerDragon> putting in the infrastructure for follow up prs that fix the bugs with a smaller diff 19:31 <+ChillerDragon> what u describe sounds like a old bug 19:32 <+ChillerDragon> there is like 60 open issues for stuff like that i really dont want to fix all at once 19:32 <+ChillerDragon> go slow and safe with that kinda stuff its better 19:32 <+bridge_> what does it fix now so i could test it? 19:32 <+ChillerDragon> the fixed issues should be mentioned in the desc 19:33 <+bridge_> yea so isnt it related to the disconnecting thing? 19:34 <+bridge_> shoot laser->disconnect->laser stays (this is fixed)-> now someone rejoins (broken again) 19:35 <+bridge_> the `FillOwnerConnected` function is kind of flawed i think, in what cases does it work? 20:27 <+bridge_> @kebscs: yea it’s there to keep the flaws 20:27 <+bridge_> To get a merge 20:27 <+bridge_> Because I can’t just fix the bugs that mappers use 20:28 <+bridge_> But yea I will look into it maybe there is a non controversial case for the rejoin 20:33 <+bridge_> @learath2 do you know what exactly will happen if FP values are used outside `kernel_fpu_begin` & `kernel_fpu_end`(https://docs.kernel.org/core-api/floating-point.html)? Will it corrupt user-space FPU registers or something else specific or just "something bad will happen"? 20:33 <+bridge_> It will corrupt the user-space fpu registers yes, that's the only thing I am aware of 20:34 <+bridge_> to me doesnt make sense to keep obvious bugs in 20:34 <+bridge_> but other than that pr looks good 20:36 <+bridge_> Hm, I expected most programs to not work/work incorrectly if kernel corrupted FPU registers, but it works just fine -.- 20:37 <+bridge_> Most programs do not really use FPU registers a lot, memcpy does use it a lot but you'd need to somehow context switch right in the middle of a memcpy or sth like that 20:40 <+bridge_> You can try running something very FP heavy, like maybe Prime95? 20:41 <+bridge_> @learath2 Would it be correct to put every `ddproto_` call(which uses floats) between `kernel_fpu_begin/end` https://github.com/MilkeeyCat/nodummies/blob/29f13795adddf9f50504c26747e4973690c40b30/main.c ? I don't need to modify the functions themselves, do I? 20:43 <+bridge_> Well those pretty much save and restore the FPU state, so that might be correct, but it does incur a cost, so you might want to combine/aggregate multiple fp zones into one 20:44 <+bridge_> okay, thanks 20:46 <+bridge_> @learath2 i think you forgot press merge on the predict pr :owo: 20:47 <+bridge_> Had to leave home for a bit, I'll merge when I get back 21:09 <+bridge_> sound prediction should of been on 19.7 21:10 <+bridge_> my kernel doesn't even have `kernel_fpu_available`, debian moment :lol: 21:13 <+bridge_> im happy its getting merged 21:13 <+bridge_> kinda big feature 21:13 <+bridge_> especially for players 21:13 <+bridge_> dummy fly etc will feel 0 ping 21:13 <+bridge_> yea 21:17 <+bridge_> could it not be quickly added to 19.7u? 21:17 <+bridge_> could it not be quickly added to 19.7? 21:17 <+bridge_> pretty good feature 21:18 <+bridge_> it released today 21:18 <+bridge_> yea 21:18 <+bridge_> so..? 21:19 <+bridge_> idk tbh 21:19 <+bridge_> quick patch never hurt no one 21:19 <+bridge_> you would need ask deen 21:19 <+bridge_> yea thats scary 21:20 <+bridge_> deen is nice 🙂 21:20 <+bridge_> i miss him being more active on github 21:20 <+bridge_> true 21:20 <+bridge_> deen most neutral guy i know 21:21 <+bridge_> nice != neutral 21:22 <+bridge_> im not sure any admins are neutral, what human is anyway 21:22 <+bridge_> but yes i miss deen too 21:26 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1463630957427949660/1.jpg?ex=6972880d&is=6971368d&hm=d175693abfb2d9034a53f82416fc582a3e600eccdeb11cfec9708af349d3e38d& 21:26 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1463630957704777808/2.jpg?ex=6972880d&is=6971368d&hm=e5c00a8cf9fd57c7acbac4bc62b6f64d10ac641cf590ae656fa056352144bdc8& 21:26 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1463630957964955792/3.jpg?ex=6972880d&is=6971368d&hm=bd97729ef99e54b092639ed89b6d3a80598f852690d9fcaf6944781c18b927a0& 21:26 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1463630958271004802/4.jpg?ex=6972880d&is=6971368d&hm=a593717a31e61a65ac6731f42196823b1225754dd06459a3e1946b4e333f0270& 21:27 <+bridge_> \#freeJupstar 21:27 <+bridge_> \#jupstarInJailCheckTwitter 21:33 <+bridge_> no guys, this is not how you do good software development, this is how you go fast and break things 21:34 <+bridge_> Now we have a grace period for a new feature, until 19.8 and enough time to test it by nightly users 21:34 <+bridge_> depends what you ship i would say 21:34 <+bridge_> i guess it could break but its not something we couldnt fix 21:35 <+bridge_> imagine having a bug where a sound loops over and over in the game for example, I'd say it's pretty substential 21:36 <+bridge_> i dont think itll happen but i see 21:36 <+bridge_> actually, i cast my vote anyway 21:36 <+bridge_> assa is the most neutral 21:37 <+bridge_> thank you - I am trying to be as neutral as possible 🙂 21:37 <+bridge_> but I am not, fuck hookline 21:37 <+bridge_> louis robyt and chiller are also strong contenders 21:37 <+bridge_> but i think chiller can be self-interested at times 21:37 <+bridge_> love u 21:38 <+bridge_> anyone else ever put your plate on your spacebar by accident and you get a big long space 21:38 <+bridge_> fucking hell, my stupid neet life 21:39 <+bridge_> I also don't think it'll happen tbh, until something breaks and it does happen 🤷‍♂️ 21:40 <+bridge_> admins really are neutral 21:40 <+bridge_> yesterday I put my laptop closer - which was connected to the power charger but on the other side as usual, so I just flung a glass full of liquid over me 21:41 <+bridge_> you have to be neutral as an admin in an international game like this tbf 21:41 <+bridge_> ddnet _could_ also go another way and remove itself from some countries 21:44 <+bridge_> thats why you cannot just apply for admin and become one 21:44 <+bridge_> moderators are like only 20% neutral 21:44 <+bridge_> I think we need to distinct between being neutral (having no strong opinion), and being able to act in a neutral manner. 21:44 <+bridge_> The latter is the good one imo 21:45 <+bridge_> haha, telling facts 21:45 <+bridge_> yeah 21:46 <+bridge_> just use nightly 21:46 <+bridge_> more responsible role makes you more shackled in your acts 21:47 <+bridge_> main reason why i never will apply for any role in this community 21:47 <+bridge_> sorry offtopic 21:48 <+bridge_> whats more shackled 21:48 <+bridge_> whats shackled 21:48 <+bridge_> chained 21:48 <+bridge_> shackles = chains, he means once u get admin ur opinions become tame :justatest: 21:48 <+bridge_> and u quit the game 21:49 <+bridge_> i see 21:49 <+bridge_> no no, you just cannot act as you really want 21:49 <+bridge_> depends on person 21:52 <+bridge_> this is a good point too 21:53 <+bridge_> in that regard i think a ton of the admins are neutral 21:55 <+bridge_> yeah, only behind public chats they are.... ||🐴 || :santatrollet: 21:56 <+bridge_> i dont even think the least neutral tone admins are out of line 21:56 <+bridge_> and it's usually funny 21:56 <+bridge_> lerato 21:56 <+bridge_> its basically just learath murpi and louis xd 21:57 <+bridge_> yeah 21:57 <+bridge_> but you know me 21:57 <+bridge_> i dont do formal either 21:57 <+bridge_> we have strict hidden quatro and funny quatro 21:58 <+bridge_> 8 admins yeah 21:58 <+bridge_> if my math is gud 21:58 <+bridge_> you are moderator, i have seen moderators doing much worse things 21:59 <+bridge_> mods are like players with rcon 21:59 <+bridge_> not more 21:59 <+bridge_> who watches the watchman 22:03 <+bridge_> im apparently a bad mod tho! 22:03 <+bridge_> no you gud 22:19 <+bridge_> aint it 6 admins 22:19 <+bridge_> oh even 9 22:19 <+bridge_> unless ur counting heinrich as 2 :twinbop: 22:20 <+bridge_> now 22:20 <+bridge_> hm 22:20 <+bridge_> deen murpi louis heinrich robyt lerato chiler bencie snail 22:20 <+bridge_> i do count discord mods 22:21 <+bridge_> Does this make loading multiple maps like 10x easier? 22:22 <+bridge_> theoretically speaking 22:22 <+bridge_> It makes it slightly easier, but definitely not 10x 22:22 <+bridge_> yes 22:22 <+bridge_> lets go 22:22 <+bridge_> maybe my coconut brain can wrap itself around it 22:22 <+bridge_> that is robyts goal and I am in support of this 😄 22:23 <+bridge_> 100% me too 22:23 <+bridge_> mapless demo when 22:24 <+bridge_> mapless map when 22:24 <+bridge_> I think that's called a configfile 22:25 <+bridge_> oh 22:25 <+bridge_> okay 22:26 <+bridge_> i need a mass storage system for demos that assumes the recipient has the maps already 22:26 <+bridge_> it could still have checksum and map name in it 22:26 <+bridge_> i gues ye 22:27 <+bridge_> (for volleyball if you havent guessed already) 22:27 <+bridge_> I'd actually appretiate it, nightly users already saved my ass 😄 22:27 <+bridge_> sounds wise 22:27 <+bridge_> it would need to be hard to generate in the client, since it would cause confusion for regular users when they dont have the map 22:28 <+bridge_> The demo format already supports not embedding the map. We don't do it by default so demos are standalone. You could remove the map data with a tool if you really wanted to. Otherwise, it would be better to compress the demos if you want to save space. 22:28 <+bridge_> oh wat 22:28 <+bridge_> i need to re-read then 22:28 <+bridge_> i was reading some doc on the demo format 22:28 <+bridge_> The player demos that are recorded on the server side are already recorded map-less I think 22:29 <+bridge_> but i love how demo files have everything about gameplay in that moment, console, game stats all this shet 22:29 <+bridge_> are you sure? Does the client just load the map if it has downloaded it? 22:30 <+bridge_> I guess when i was reading this it didnt seem like map was optional https://github.com/heinrich5991/libtw2/blob/master/doc/demo.md 22:30 <+bridge_> i guess you could say map_size zero if you wanted to comply with the format 22:30 <+bridge_> and if it's zero, then assume you need to fetch the map yourself but compare against that CRC 22:31 <+bridge_> but maybe im still stoopid 22:31 <+bridge_> If the map size in the demo header is `0`, the client will not try to extract the map and only tries to load it from storage like a downloaded map. But it doesn't try to download the map from maps.ddnet.org at the moment though IIRC. See #2267 22:31 <+bridge_> https://github.com/ddnet/ddnet/issues/2267 22:31 <+bridge_> oh wow, predicted ftw 22:32 <+bridge_> thank you 👍 I am somewhat lucky that I didn't run into any issues with this so far 22:33 <+bridge_> @essigautomat Fix nit in #11138, then we can merge it 22:33 <+bridge_> https://github.com/ddnet/ddnet/pull/11138 22:33 <+bridge_> seems hard to handle. ideally this would not be centralized? 22:34 <+bridge_> maybe you can specify an optional "origin" in the header 22:35 <+bridge_> would either need a demo version bump or you have to encode the origin in some other unused field in the header when fetching a map yourself 22:35 <+bridge_> The client can't know where to get the map from, so it only works if the map download server has all maps 22:36 <+bridge_> I doubt it would be supported, demos should rather be standalone. To reduce their size, we should look into compressing them by default. 22:37 <+bridge_> plus we shouldn't impose more limits on length 22:37 <+bridge_> since URLs could be potentially very long and they could not be encoded 22:37 <+bridge_> it could be chunked but that definitely needs a version bump 22:38 <+bridge_> or just say fuck it and any origin >128 is invalid 22:39 <+bridge_> done and ready 22:39 <+bridge_> chunk header is small anyway :/ 22:39 <+bridge_> and should be xd 22:39 <+bridge_> yeah seems like it would be a version bump 22:42 <+bridge_> +1 for compression tho ofc 22:44 <+bridge_> @essigautomat I lied, found `m_ReceivedDDnetPlayerFinishTimesMillis` (should be `DDNet` like in the other variables) 22:45 <+bridge_> zombietoad is furious rn 23:13 <+bridge_> im crossposting this comment cus i wanna hear discord thoughts: 23:13 <+bridge_> 23:13 <+bridge_> "FWIW and i talked about this on discord, we should aim to have sensible tiles for all things that should be possible in ddnet. and by should, i mean the enabling and disabling of all behavior. pistol and hammer can both have effects on ddrace gameplay, and there's no true way to prevent pistol fire, so if we consider things that are not currently possible, you may as well lump hammer shield in with this. 23:13 <+bridge_> 23:13 <+bridge_> whenever we add new features, we should not assume only certain things are needed, but respect mapper freedom and create ways to disable anything. there is also a concept in CS of orthogonal design, where every action has an unaction. just my thoughts on the matter, and this does not really end at shields to me (we also have specific telegun behavior for laser expiring and not others, no unfreeze in switch layer, etc.) but must-have to me for ddnet 23:16 <+bridge_> also ehm, can someone tag this or just close it as wontfix :justatest: 23:16 <+bridge_> wondering if this was an intentional design choice at one point 23:25 <+bridge_> maybe a bug 23:25 <+bridge_> they should have same number if youre copying them 23:27 <+bridge_> nah I typod 23:30 <+bridge_> done 23:32 <+bridge_> what is a "no-switch" tile? 23:33 <+bridge_> I finished working on hundreths and thousands in the scoreboard - now only bufixes :3 first roadmap of mine completed 23:36 <+bridge_> anything that is not affected by an index 23:36 <+bridge_> mostly length/extend stuff 23:37 <+bridge_> these really should not be permitted to have an index. its meaningless for these tiles and looks ugly in entities 23:38 <+bridge_> good job assa! 23:39 <+bridge_> i see 23:39 <+bridge_> probably a bug 23:49 <+bridge_> @kebscs preinputs goated thanks for reviving the pr 23:49 <+bridge_> predict inputs in freeze next? 👀