01:09 < ddnet-commits> [ddnet] def- pushed 2 new commits to DDRace64: http://git.io/itoyDg 01:09 < ddnet-commits> ddnet/DDRace64 8de48fe def: Remove Bloody FreaKy skin on request of FreaKy (no idea why) 01:09 < ddnet-commits> ddnet/DDRace64 7690801 def: Merge branch 'DDRace64' of github.com:def-/ddnet into DDRace64 01:15 < ddnet-commits> [ddnet] def- pushed 1 new commit to DDRace64: http://git.io/WGLhaA 01:15 < ddnet-commits> ddnet/DDRace64 760a966 def: Add fixes for grass_main_0.7 (by Saavik) and automapper rules (by hi_leute_gll) 02:51 < Nimda> DDNet CHN went down! 02:52 < Nimda> DDNet CHN went back online! 12:36 < Savander> hi 12:45 < cris272> hey, deen, when we play with dummy, you can close eyes of the unplayed tee, like when we spectate 12:57 <@deen> hi 12:58 < Savander> Console have history, until exit the game, but RCON Console have history until disconnect from server. Why? I can't login to another server and press arrow up/down to check what i did?:/ 12:58 <@deen> hm, not so easy 12:58 < Savander> F1 Console* 12:58 <@deen> since the server doesn't know anything about dummy 12:58 <@deen> so the client would have to go to spec mode for the dummy, but then inputs, like the hammerfly don't work any longer 12:59 <@deen> Savander: because it's another server, makes sense to me 13:00 < Savander> i think, you should can check what you did or repeat command on another server without write it again. 13:03 < cris272> ok deen 13:03 < Nimda> Killstreak 2 by Tuna just released on Solo at 2014-10-19 13:02 13:03 < cris272> i did't know 13:12 < ddnet-commits> [ddnet] def- pushed 1 new commit to DDRace64: http://git.io/oDEh7w 13:12 < ddnet-commits> ddnet/DDRace64 f609417 def: Don't clear rcon history when connecting to new server 13:18 < Savander> woah xD? 13:18 < Savander> heh funny thing 13:19 < Savander> Roll the cursor on the server on server list 13:19 < Savander> press f1 or f2 13:19 < Savander> and press two times 13:19 < Savander> left mouse button 13:20 < ddnet-commits> [ddnet] def- pushed 1 new commit to DDRace64: http://git.io/WcQ-5g 13:20 < ddnet-commits> ddnet/DDRace64 0b2bf15 def: Clean up compiler warnings 13:20 < Savander> oh it works with everything hehe, ;D 13:23 <@deen> yeah, inputs often reach the wrong place in client 14:05 <@deen> BeaR: i cleaned up some compiler warnings, i hope the mem_free is correct: http://git.io/WcQ-5g 14:07 < BeaR> hm, well unfortunatly I used mem_alloc for embedded and new for external :d 14:08 < BeaR> could you switch this one to mem_alloc? https://github.com/def-/ddnet/blob/DDRace64/src/game/editor/io.cpp#L654 14:09 < BeaR> btw should I rather save the uncompressed audio file? not sure if wavpack could crash on decoding 14:09 < ddnet-commits> [ddnet] def- pushed 1 new commit to DDRace64: http://git.io/txigMA 14:09 < ddnet-commits> ddnet/DDRace64 d213a30 def: Change new to mem_alloc (thanks BeaR) 14:10 <@deen> uncompressed would be too big I think 14:10 <@deen> maybe we should add an opus decoder :P 14:11 < BeaR> what's the advantage? 14:11 <@deen> opus is small 14:11 <@deen> http://www.opus-codec.org/comparison/ 14:12 < BeaR> looks nice 14:14 <@deen> not sure if it's worth it, but wavpack is pretty huge 14:21 <@deen> would also be nice to have indexed pngs, but need to keep backwards compatibility to other clients 14:22 < Savander> GIF could be very nice..:c But impossible i guess? 14:22 < Savander> for vanilla? 14:22 <@EastByte> nope gif is not nice 14:22 <@deen> GIF has huge filesize and only 256 colors per frame 14:22 <@deen> why would that be nice? 14:23 <@deen> PNG is always better afaik 14:23 < Savander> but 14:23 < Savander> for animation 14:23 <@deen> no GIF animations please! 14:23 < BeaR> teeworlds animation system is just poor (: 14:23 <@deen> you could do animated PNGs, but i guess it's not teeish 14:23 < Savander> hoh? 14:23 < Savander> animated png? 14:23 <@deen> https://en.wikipedia.org/wiki/APNG 14:23 < Savander> why not teeish 14:23 < Savander> ppl make animated waters etc 14:24 <@deen> the animation would have limited fps 14:24 < Savander> in envelopes 14:24 < Savander> btw. ye animation system in teeworlds is poor 14:24 <@deen> when you make an ingame animation it looks nice, GIF would look jerky 14:24 <@EastByte> it's not poor 14:24 <@EastByte> the envelopes editor is poor though 14:25 < BeaR> no rigging, no IK, (no bezier curves), can't switch attachments, .. :D 14:28 < Savander> woah 14:28 < Savander> change envelopes to smth like affter effects have 14:28 < Savander> lol 14:29 < BeaR> whats the difference ? 14:29 < Savander> keyframers, timeline 14:29 < BeaR> (never worked with AE) 14:29 < Savander> xD 14:29 < Savander> bezier curvers 14:29 < Savander> scripts to animation xD.. 14:30 < BeaR> added bezier curves to 0.7 (: 14:30 < Savander> and 14:30 < Savander> you can connects 14:30 < Savander> two another settings 14:31 < Savander> the if position is changed then rotation will be changed to or smth like that 14:31 < Savander> basic 14:35 < BeaR> heh, save the audio sample compressed as .wv ~27mb, via teeworlds huffmann encoding ~38mb 14:35 < BeaR> expected more tbh 14:36 <@EastByte> you expected more for raw audio data -> lossless huffman? 14:36 <@EastByte> I would be happy with that 14:37 < BeaR> I expected huffman would give me ~50mb or more :D 14:37 <@EastByte> haha 14:40 < BeaR> hm actually huffman compression: 5% advantage over raw data \o/ 14:42 < BeaR> well the huffman table is build for compressing the network data, so basically compressing chat strings :D 14:42 <@EastByte> and for erasing null bytes 14:43 < BeaR> y 14:43 < BeaR> how's the progress on your account system (: ? 14:45 <@EastByte> I'm a little bit stuck in asyncio and python 14:46 <@EastByte> (for the datagram channel) 14:47 <@EastByte> and I somehow need to do tcp socket polling in tw 14:48 <@EastByte> net_socket_read_wait() only supports one file descriptor 14:48 <@EastByte> :q 14:48 <@EastByte> ups 14:49 <@deen> select? 14:49 <@EastByte> yea, would need to replace net_socket_read_wait() 14:49 <@EastByte> oh and the client doesn't even do polling 14:54 <@EastByte> and in python (asyncio transport) I have to set the write buffer limits (low and high) and wait for pause_writing() / resume_writing() for flow control 14:54 <@EastByte> https://docs.python.org/3/library/asyncio-protocol.html 14:54 <@EastByte> I'm little bit busy right now though 14:55 < Savander> Woah? 14:55 < Savander> git commit -m "/rank with some one fixed" -> on github -> C:/Program Files (x86)/Git/rank with some one fixed 14:55 < Savander> lol 14:56 <@deen> what does git log say? 14:57 <@deen> I'd think that's some weird git on Windows behaviour, not github 14:57 < Savander> https://github.com/savander/zcatch/commit/054ced91777c7355a65853efbcc2d4c5556a8b6a 14:58 < Savander> don't know, i use pure git 14:58 <@deen> or even better, it's probably cmd on windows doing something weird 14:58 < Savander> maybe, weird.. 15:02 <@EastByte> windows and weird, havn't heard that before 15:02 < Savander> :D 15:02 < laxa> Learath2: you there ? :p 15:15 < BeaR> deen: can you update wavpack to the latest version? (except you want to move to opus :D ) 15:16 <@deen> sure i want to move to opus! 15:16 <@deen> why, BeaR? 15:16 < BeaR> increase security 15:16 <@deen> ah, i thought new features 15:20 <@deen> there is no update as far as i can see 15:20 <@deen> http://www.wavpack.com/downloads.html#sources 15:20 <@deen> TW uses the Tiny Decoder 15:20 <@deen> current version is 4.40 15:38 < laxa> Nice ! 15:38 < laxa> Finally configured my smtp authentification <3 15:43 < Learath2> laxa: i r here now 15:43 < laxa> Learath2: I have done what I wanted :) 15:43 < laxa> don't need your help anymore :p 15:43 < Learath2> :( 15:43 < Learath2> okay then :( 15:43 < laxa> I have dovecot running to give auth system for postfix 15:43 < laxa> all working fine now :) 16:01 < ddnet-commits> [ddnet] cinaera opened pull request #68: Fix compiler settings for cl (DDRace64...pr_compiler) http://git.io/QiitUw 16:20 < ddnet-commits> [ddnet] def- pushed 2 new commits to DDRace64: http://git.io/zLDTyQ 16:20 < ddnet-commits> ddnet/DDRace64 2c8df15 BeaR: Fix compiler settings for cl 16:20 < ddnet-commits> ddnet/DDRace64 749143c Dennis Felsing: Merge pull request #68 from cinaera/pr_compiler... 16:27 <@deen> i added the static stuff to get working binaries for linux, not sure if it even worked 16:27 <@deen> i still don't know how to properly build binaries that are compatible with all linux distributions 16:28 <@deen> for now i just use an old debian version to compile 16:39 < Nimda> DDNet Chile went down! 16:40 < Nimda> DDNet Chile went back online! 17:00 < Savander> Any contact to television hosts? 17:00 < Savander> ehm, teevision :P 17:01 <@deen> no 17:12 <@deen> nuborn and m apparently got rocket and hammer prediction working 17:12 <@deen> would be nice to get into ddnet client 17:15 <@deen> this is the http-inside-udp attack we're getting btw: http://www.infosecurity-magazine.com/news/ssdp-ddos-attacks-on-the-rise/ 17:17 <@deen> someone should find a vulnerability in these home routers and patch their firmware to disable ssdp 17:17 <@EastByte> that would be the easiest and best solution, yea 17:18 <@deen> even the users will be happy since their internet stop lagging 17:20 <@deen> 16 million home routers affected, nice 17:23 <@deen> that makes me wonder, could you use teeworlds servers for ddos amplification? 17:23 <@deen> can you request a map download to another ip? 17:23 <@EastByte> has been discussed before 17:23 <@deen> or do you need a handshake before? 17:24 <@EastByte> the handshake seems to be doable over ip spoofing 17:24 <@deen> ouch 17:24 <@EastByte> but map download is request<->response right? 17:24 <@deen> at least you can get a big chunk of the map without a response 17:24 <@deen> that's how fast download works i guess 17:24 <@EastByte> hm yea right 17:24 <@deen> you can probably get crazy amplification values 17:25 <@deen> scary 17:25 <@EastByte> what about 64pl server status? 17:25 <@deen> ah yeah, that's big too! 17:25 <@EastByte> isn't that small aswell 17:25 <@deen> and even easier to get 17:25 <@deen> quakenet has the same problem 17:26 <@deen> https://www.us-cert.gov/ncas/alerts/TA14-017A 17:26 <@deen> not quakenet, quake network* 17:27 <@EastByte> ah 17:27 <@deen> ddnet server has some limit for a single ip 17:28 <@deen> so it doesn't send too much, but I don't think this works for server status requests already 17:28 <@EastByte> it has a dst ip limit? 17:28 <@deen> only for players who are ingame iirc =/ 17:28 <@EastByte> hmmmm 17:29 <@EastByte> do you think it's a good solution to get rid of all non-handshake protocols? 17:30 <@deen> no 17:30 <@deen> server status requests would take too long 17:30 <@EastByte> anyway amplification attacks currently are not fixable at all 17:30 <@deen> i think they should just be limited to something reasonable, like once per second 17:30 <@EastByte> and they are easy to block using a hardawre firewall :P 17:30 <@deen> they are not so easily blocked once they're > 100 gbit/s 17:30 <@EastByte> oh yea, a limit on serverside is a good idea 17:31 <@deen> but then you need to remember the ips 17:31 <@deen> and you could attack the server by spamming from many ips and filling its memory 17:31 <@EastByte> well, remembering the ip for ~5 seconds isn't heavy 17:31 <@deen> yeah, probably fine 17:33 <@deen> I'm blocking ssdp with kernel filter now 17:34 <@deen> won't do much good, but anyway 17:34 <@EastByte> hm it would be a great benefit for everyone if hardware firewalls would get cheaper 17:34 <@deen> also, 10 gbit/s network isn't all that useful when the cpu/vm can't handle that much^^ 17:35 <@deen> it would be a great benefit for us if datafabrik finally got theirs 17:35 <@EastByte> I mean ovh build up something on their own 17:35 <@EastByte> on processing unit per ethernet slot 17:35 <@EastByte> or something 17:35 <@EastByte> one* 17:35 <@deen> usually the problem is that the network is just overloaded 17:35 <@deen> so a firewall wouldn't help 17:36 <@EastByte> it doesn't overload is firewalls are between early nodes 17:36 <@deen> ah yeah 17:36 <@deen> but they don't install firewalls there, do they? 17:36 <@EastByte> I don't think so 17:36 <@EastByte> but if they would get cheaper... 17:37 <@EastByte> could be a standard then 17:37 <@EastByte> so you can buy firewall rules at some nodes in the internet 17:37 <@deen> yeah, that would be cool 17:37 <@deen> and easy to block ssdp, ntp, dns attacks 17:37 <@EastByte> yea 17:39 <@deen> hm, we should have gotten ddos protection on GER 1 week ago 17:40 <@deen> guess I'll ask again 17:40 <@EastByte> hm now I know what I can build using my atmega8 17:40 <@deen> haha 17:40 <@EastByte> a 1 mbit/s hardware firewall 17:40 <@deen> great! 17:40 <@EastByte> yea L) 17:40 <@EastByte> :) 17:40 <@deen> you should sell it to DE-CIX 17:40 <@EastByte> probably 17:41 <@deen> but that's probably the problem 17:41 <@deen> hardware firewalls are way too slow for DE-CIX and friends 17:42 <@EastByte> well I thought it can be "parallelized" 17:43 <@EastByte> their repeaters can forward the packets to specific procession units 17:43 <@EastByte> and from those you need millions 17:48 <@EastByte> hm as far as I know home dsl providers are blocking specific packets when it comes to flooding 17:48 <@deen> yes, then it's clearly expensive when you need millions of million dollar equipment 17:48 <@EastByte> in mass production nothing is expensive :P 17:49 <@deen> NSA should have that kind of hardware in mass production :P 17:49 <@EastByte> ^^ 17:50 <@EastByte> right 17:51 <@EastByte> hm let's build our own datacenter in ger 17:51 <@deen> sure 17:54 <@deen> something like OVH is really missing in germany 18:04 <@deen> !ddnetpeak 18:04 < Nimda> Current players on DDNet : 384 18:04 < Nimda> Current DDNet peak : 532 users online at 2014-09-28 20:14:41 19:03 < Savander> http://www.drawing-research-network.org.uk/wp-content/uploads/2012/05/ae_timeline.jpg 19:03 < Savander> new teeworlds envelopes 19:04 < Savander> xD. 19:57 <+Tobii> !ddnetpeak 19:57 < Nimda> Current players on DDNet : 405 19:57 < Nimda> Current DDNet peak : 532 users online at 2014-09-28 20:14:41 20:01 < Savander> amazing download 20:01 < Savander> 3kbs 20:01 < Savander> xDD 20:04 <@deen> !ddnetpeak 20:04 < Nimda> Current players on DDNet : 445 20:04 < Nimda> Current DDNet peak : 532 users online at 2014-09-28 20:14:41 20:12 <@deen> !ddnetpeak 20:12 < Nimda> Current players on DDNet : 475 20:12 < Nimda> Current DDNet peak : 532 users online at 2014-09-28 20:14:41 20:16 <@deen> ddos on fra 20:16 <@EastByte> why not ger 20:16 <@deen> because no tournament on ger 20:17 <@deen> hm, protection not working 20:19 <@deen> now it was activated, still laggy 20:19 <@EastByte> and hallowed is giving him attention >.< 20:29 <@EastByte> wow he wants to attack hitbox 20:46 < Java_> Hey Guys 20:46 < Java_> Guess who's back from the netherlands. 20:46 <@EastByte> hi Java_ 20:46 <@EastByte> deen: best moderation ever :D 20:46 < Java_> And my conclusion about amsterdam: The only culture consists of drugs and whores!^^ 20:46 < Java_> Could someone invite me to the private channel, please? 20:47 <@EastByte> I'm not in there 20:47 <@EastByte> heinrich5991: can you? 20:47 < Java_> Thanks! 20:48 <@EastByte> me too please :) 20:55 <@deen> it's a wonder we're up at all 20:55 <@deen> 2 dedis down at HH again 21:00 <@EastByte> deen: wtf stream 21:00 <@deen> hm, they downed hitbox? 21:00 <@deen> great... 21:00 <@EastByte> or they found hallowed's ip 21:01 <@deen> hm yeah, can't find hallowed on any server anymore 21:02 <@EastByte> that's interesting 21:02 <@EastByte> he should atleast idling there 21:04 <@EastByte> not sure whether its isp forced reconnect 21:04 <@EastByte> oh vali is there 21:06 <@EastByte> deen: okay that's bad 21:07 <@EastByte> we should tell hallowed to turn skype off 21:07 <@deen> yeah, vali & Captain Teemo were in team during tournament 21:23 <@deen> but they actually seem to be playing 21:23 <@EastByte> yea, I don't think they are attacking anymore 21:24 <@EastByte> did you make a firewall rule for ssdp amplification? 21:26 <@EastByte> iirc the hallowed faker was the guy with that kind of attack 21:28 <@deen> yes 21:33 < Nimda> SunDay 2 by Gridwyn just released on Moderate at 2014-10-19 19:58 21:49 <@deen> Bad Tournament =/ 21:50 <@EastByte> nvm 21:52 < Savander> why? 21:52 < Savander> map was really good 21:52 < Savander> maybe some lags at start 21:52 < Savander> but later everything was good 21:54 <@deen> i heard lags all the time 21:54 <@deen> even playing on FRA instead of GER is bad for many 22:09 <@EastByte> hm I bet there are people out there who want to test their server infrastructure against attacks 22:10 <@EastByte> maybe we can lend a server weekly 22:11 <@EastByte> just telling them that we host events with about 500 players online and we are searching for a sponsor 22:13 <@EastByte> we should ask in ovh forums :) 22:16 <@deen> you can do it, i don't think that will work 22:18 <@EastByte> hm, an activity of ~500 players for ~4 hours, who would say no :) 22:20 <@EastByte> moreover everyone wants to support an open event for an opensource game 23:46 < Nimda> DDNet Persian went down! 23:59 <@deen> they're finally shutting down GER because of the attacks =/