03:02 <+bridge_> <12944qwerty> so my vulkan is broken and doesn't work so i can't test that 03:02 <+bridge_> <12944qwerty> but i assume the for opengl it's the same filename in shader/ 03:02 <+bridge_> <12944qwerty> so my vulkan is broken and doesn't work so i can't test that 03:02 <+bridge_> <12944qwerty> but i assume the for opengl it's the same filename in shader/ ? 04:24 <+bridge_> It would be nice if we could expand the graphics api enough to do these things without vulakn code every time. But idk how difficult that is 07:10 <+bridge_> What I meant was `alien is infection plus`. 07:10 <+bridge_> However, yeah, most of them just own the same core gameplay: zombie escape. 07:12 <+bridge_> Use turret to escape from zombie, that is `xPanic`. 07:12 <+bridge_> Use your weapon to escape from zombie, that's the common infection gameplay. 07:12 <+bridge_> And `infclass` did both of them. 08:17 <+bridge_> how to add chat logs to my server 08:22 <+ChillerDragon> @wenzym the log them where? The server should log the chat by default already to the console 08:23 <+ChillerDragon> there is a `logfile filename.txt` command you can use to log it to a file 08:23 <+ChillerDragon> you can also just use a bash redirect like this `./DDNet-Server > mylog.txt` 08:23 <+bridge_> send chat logs to webhook 08:23 <+bridge_> I want this 08:23 <+ChillerDragon> pure ddnet has no chat webhook support 08:23 <+ChillerDragon> you need to look into custom forks for that 08:24 <+ChillerDragon> F-DDrace can do it for example 08:24 <+ChillerDragon> lol ddnet++ can do 08:24 <+ChillerDragon> i forgot i added that xd 08:24 <+bridge_> Which one would you recommend, and are there installation videos? 08:24 <+ChillerDragon> there are no videos 08:24 <+ChillerDragon> im biased because one is mine :D 08:26 <+bridge_> If yours is genuinely good quality, I can use it. :xd 08:31 <+ChillerDragon> it for sure is not good quality 08:31 <+ChillerDragon> @robyt3 u here? i need some brain 08:31 <+bridge_> Should I use DDnet++ or F-DDrace? Which one is your preference? 08:32 <+ChillerDragon> my preference is ddnet++ because its mine but f-ddrace is probably better quality 08:32 <+ChillerDragon> with f-ddrace you might be on your own tho because fokkonaut likes to be afk these days xd 08:33 <+bridge_> Should I use F-DDrace so that it doesn't cause performance drops on the server I need? 08:33 <+ChillerDragon> performance of f-ddrace is fine 08:33 <+ChillerDragon> might be better than ddnet in some regards :D its not ddnet based so less bloat 08:33 <+bridge_> wdym 08:33 <+ChillerDragon> wdym wdym 08:34 <+bridge_> Yani yanlız kalabilirsin derken ne demek istedin? Sunucuyu 15-20 kişinin oynıyacağını düşünüyorum. 08:34 <+bridge_> So what did you mean by "you might be alone"? I think the server will have 15-20 players. 08:36 <+bridge_> if you want clean code, use chillerdragons implementation 08:36 <+bridge_> nowadays his code tries to align with ddnets style and standards 08:36 <+bridge_> What's so special about F-DDrace? xd 08:36 <+bridge_> its something like XXLDDRace, if thats a name for you 08:37 <+bridge_> and of course ddnet++ 08:37 <+bridge_> its just a mixed block mod 08:37 <+bridge_> I'm actually setting up a Gores server, but all I need is to be able to redirect chat logs to Discord. 08:40 <+bridge_> then ddnet++ is better and closer to ddnet, while f-ddrace might not cover all current features and does not build around race primarily. scores saving is also not working correctly and does not use sqlite 08:41 <+bridge_> okey i go and test this 08:46 <+ChillerDragon> woah fokko not being afk 08:47 <+ChillerDragon> fokko the 24/7 online discord enjoyer 08:48 <+bridge_> If you want to save the data into mysql database, f-ddrace isn't the choice. 08:48 <+bridge_> :3 08:48 <+bridge_> sad 08:48 <+bridge_> i wanna play fddrace :( 08:48 <+bridge_> i wanna understand 08:49 <+bridge_> F-DDrace save data to local files, that is a very frustrating thing. 08:50 <+bridge_> feel free to pull request sql 09:25 <+ChillerDragon> @heinrich5991 how do I disable the new header guard linter? 09:25 <+ChillerDragon> this is quite annoying https://github.com/ddnet/ddnet/commit/45b6269693e392c1e681c35c070e850433dc6d96 09:25 <+ChillerDragon> i used to do this https://github.com/ddnet-insta/ddnet-insta/blob/1e81961eab48598071f6661780acd16f44021fb3/src/insta/server/gamecontroller.h#L1-L3 09:26 <+ChillerDragon> because i do not want to say `// This file can be included several times. 09:26 <+ChillerDragon> omg weechat ah paste 09:26 <+ChillerDragon> the file should not be included multiple times and it also needs no header guard 09:27 <+ChillerDragon> can we get a new magic comment to disable the linter? like `// do not cheack header guard.` 09:45 <+ChillerDragon> im so confused xd 09:45 <+ChillerDragon> where does str_next_token strip ma spaces 09:48 <+ChillerDragon> i got it xd 09:48 <+ChillerDragon> i was iterating the wrong string 09:48 <+ChillerDragon> gg 11:26 <+bridge_> What problem are you trying to solve with `#ifndef IN_CLASS_IGAMECONTROLLER`? 13:18 <+bridge_> this jit cracks ddnet client 15:50 <+ChillerDragon> @robyt3 already found new hack :D so im good yay 15:50 <+ChillerDragon> but what this is for is to insert new members into the gamecontext class without having to edit a file that exists in the ddnet code base 15:58 <+bridge_> 14 min video :justatest: 17:02 <+bridge_> ChillerDragon: Do you know if there are any servers that send `GAMESTATEFLAG_GAMEOVER` but not together with `GAMESTATEFLAG_PAUSED`? The client also considers the world to be paused with `GAMESTATEFLAG_GAMEOVER` alone for some things like prediction but not for others like particles, but servers only send both flags at the same time (or `GAMESTATEFLAG_PAUSED` alone) as far as I know. 17:34 <+bridge_> chillerdragon: you broke f-ddrace prediction: https://github.com/ddnet/ddnet/commit/a167f0e5af98a0882a3ce3b23b2494d7ce1782ed 17:35 <+bridge_> if you have spawnweapons your ammocount is on 5 for example. shoot yourself with shotgun or grenade and the prediction works. collect real shotgun or greande, try the same again, and the prediction is broken 17:36 <+bridge_> https://github.com/ddnet/ddnet/issues/9752 17:36 <+bridge_> chillerdragon: you broke f-ddrace prediction: https://github.com/ddnet/ddnet/commit/a167f0e5af98a0882a3ce3b23b2494d7ce1782ed 17:36 <+bridge_> https://github.com/ddnet/ddnet/issues/9752 18:01 <+ChillerDragon> @robyt3 hmm sounds messy but possible. Pause could happen any time it will look odd to the user to have a force open scoreboard and a big pause text 18:01 <+ChillerDragon> are you planning to clean it up client side? 18:02 <+bridge_> But servers already send pause+gameover at the same time, the client doesn't show the pause text during gameover 18:02 <+bridge_> I wonder if servers send gameover without pause 18:02 <+bridge_> The client assumes that gameover implies pause in some places 18:04 <+ChillerDragon> I assume this can happen if an admin does `pause_game` in rcon after the round ends 18:04 <+ChillerDragon> not sure which servers are affected tho, would that be bad? 18:04 <+ChillerDragon> not sure what you are trying to do here 18:06 <+bridge_> Looking at porting some of the fixed for paused-state from Teeworlds, which are based on this function: 18:06 <+bridge_> ```cpp 18:06 <+bridge_> bool IsWorldPaused() const { return m_Snap.m_pGameData && (m_Snap.m_pGameData->m_GameStateFlags&(GAMESTATEFLAG_PAUSED|GAMESTATEFLAG_ROUNDOVER|GAMESTATEFLAG_GAMEOVER)); } 18:06 <+bridge_> ``` 18:06 <+bridge_> (`GAMESTATEFLAG_ROUNDOVER` does not exist in 0.6) 18:06 <+bridge_> fixes* 18:06 <+bridge_> @robyt3 how to redo/undo all actions to reproduce the crash in #11595? Did you click undo/redo buttons in envelope editor multiple times or did you do it in history view by clicking first and last actions?(I tried both options on master and commented commits but I didn't get a crash, only envelope points weren't redone) 18:06 <+bridge_> https://github.com/ddnet/ddnet/issues/11595 18:07 <+ChillerDragon> go add GAMESTATEFLAG_ROUNDOVER :D so i have less diff in ddnet-insta :D 18:07 <+ChillerDragon> i ended up with some 0.6/0.7 mix mess 18:07 <+bridge_> I always used the hotkeys I think, just hold them until are actions are undone/redone 18:08 <+bridge_> I think the order and position where you add the points was important to reproduce it 18:08 <+bridge_> @robyt3 how to redo/undo all actions to reproduce the crash in #11595? Did you click undo/redo buttons in envelope editor multiple times or did you do it in history view by clicking first and last actions?(I tried both options on master and commented commits but I didn't get a crash, only envelope points' positions weren't redone) 18:08 <+bridge_> same is true for the deletion crash btw 18:20 <+bridge_> chillerdragon: "Interestingly the InfiniteAmmo 18:20 <+bridge_> that is used for prediction has nothing todo with the UnlimitedAmmo 18:20 <+bridge_> GameInfo flag. That seems a bit weird but might not be a problem." 18:21 <+ChillerDragon> better post on gh so its not lost 18:22 <+ChillerDragon> maybe setting the other flag helps then? i rly gotta go now -.- 18:23 <+bridge_> `2026-02-22 18:18:14 I chat/all: ChillerDragon: ja junge ich muss jetzt los was willst du von mein eiern ` 18:24 <+bridge_> meinen 18:25 <+bridge_> might be fixable by sending -1 as ammocount, which got added around that time too 18:25 <+bridge_> when others delete their messages so now you look stupid 18:32 <+bridge_> Am I doing something incorrectly? 18:32 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1475183399332216853/trying_to_reproduce_da_bug.mp4?ex=699c8f19&is=699b3d99&hm=251c764db1c7f221e2bd675736a625215059c7dbd82e33a3eebebb999f21098d& 18:35 <+bridge_> I can still reproduce it immediately. Try by just dragging the left point once, then the right point once. Then undo all, and redo all. 18:36 <+bridge_> nop, doesn't crash for me :\ 18:37 <+bridge_> Maybe you compiled without the assertion 18:37 <+bridge_> It's a `__glibcxx_requires_subscript(__n);` that fails 18:37 <+bridge_> You could try manually adding `dbg_assert`s to check the indices before accessing `m_pEnv->m_vPoints[m_PointIndex].m_aValues[m_Channel] = Value;` 18:49 <+bridge_> you're right, it didn't crash because I compiled without assertions, thanks 18:55 <+bridge_> @fokkonaut: the ammo count sounds like a good idea why did you delete the message? 18:56 <+bridge_> Ah lol because you reposted on gh fair xd 18:56 <+bridge_> i dont use discord anymore