00:13 < savander> Hi 00:16 < savander> v 00:17 <@deen> hi 00:17 <@deen> savander: try out opus! 00:17 < savander> g 00:17 < savander> Im on phone now :c 00:19 < savander> Btw what it do? 00:19 < savander> It makes map lighter? 00:20 <@deen> it's the replacement for wavpack in map sounds 00:20 < savander> With less audii quality? 00:20 <@deen> yes, much smaller maps 00:20 <@deen> quality is good 00:21 < savander> Ahm, so i'll save map.with this codec 00:21 < savander> Yes? 00:21 < laxa> !fr-de redevance 00:21 <@deen> yes 00:21 < Nimda> Translation: Gebühren 00:21 <@deen> hm 00:21 <@deen> you save audio files with the codec 00:21 <@deen> and then you put the opus audio inside the map 00:21 <@deen> and it's small and with music! 00:21 < savander> Ahh 00:21 < savander> :p 00:21 < savander> :ppp 00:22 < savander> Nice :3 00:22 < savander> So now i'll make guitar 00:22 < savander> In teewprlds 00:22 < savander> Or piano xd 00:22 <@deen> ^^ 00:22 < savander> Or not! 00:22 < savander> ? 00:22 < savander> Its possible to play music 00:23 < savander> Wheb you enter area? 00:23 <@deen> not when you enter 00:23 <@deen> but the music can be restricted to an area 00:23 <@deen> so you don't hear it outside of there 00:23 <@deen> when you're too far away 00:23 < savander> Ye i know that 00:23 < savander> Hmm :D 00:24 < savander> Ok, so lets make welcome message 00:24 < savander> For ddnet xD 00:24 <@deen> ^^ 00:24 < savander> Not rly hard 00:24 < savander> Eastbyte, do it ! 00:25 <@deen> he's sleeping! 00:25 < savander> Record your.voice 00:25 < savander> Meh 00:25 < savander> ;D 00:26 < savander> But 00:27 < savander> It should have option, when you enter area then music will be played 00:27 < savander> :pp 00:27 <@deen> switches are server-only, music/images client-only 00:27 <@deen> so that's a bit difficult 00:27 < savander> Ah :c 00:28 < savander> But no switchers, just when you into this area with music 00:29 < savander> Then it will be played 00:29 < savander> Nvm, have to go 00:29 <@deen> good night 00:29 < savander> Im tired ;p 00:29 < savander> Bye :) 00:31 < ddnet-commits> [ddnet] trml opened pull request #90: Small improvements to antiping for weapons (DDRace64...improve_antipingweapons) http://git.io/Pr1Rlg 00:34 < ddnet-commits> [ddnet] def- pushed 3 new commits to DDRace64: http://git.io/XgE4Iw 00:34 < ddnet-commits> ddnet/DDRace64 56036dc nuborn: improve antiping for weapons (particularly in vanilla) by taking into account more of the info already available to the client 00:34 < ddnet-commits> ddnet/DDRace64 1d21a55 nuborn: also predict explosions from crazy shotgun 00:34 < ddnet-commits> ddnet/DDRace64 346d7a0 Dennis Felsing: Merge pull request #90 from trml/improve_antipingweapons... 01:01 < Nimda> Server was removed : DDNet GER2! 01:01 < Nimda> Server was removed : DDNet FRA! 01:03 <@deen> cleaned up the servers a bit 01:31 <@deen> hi Tobii 01:31 <@deen> Tried out opus in map sounds yet? 04:15 < Nimda> DDNet CHN went down! 04:31 < Nimda> DDNet CHN went back online! 04:48 < Nimda> DDNet CHN went down! 04:49 < Nimda> DDNet CHN went back online! 04:51 < Nimda> DDNet CHN went down! 04:52 < Nimda> DDNet CHN went back online! 04:58 < Nimda> DDNet CHN went down! 05:00 < Nimda> DDNet CHN went back online! 05:02 < Nimda> DDNet CHN went down! 05:03 < Nimda> DDNet CHN went back online! 07:47 < Tobii> No didn't try them out so far 08:29 < Nimda> DDNet Chile went down! 08:30 < Nimda> DDNet Chile went back online! 09:05 < hannibal> good morning 09:26 < laxadedi> good morning hannibal 09:30 < hannibal> anything new? :) 09:31 < hannibal> well, i'm starving 09:58 < laxadedi> Don't you have breakfast or something if you are hungry ? 10:02 < hannibal> at the office, but yes, i found something :D 10:03 <@deen> maybe i should just remove it, before more people get the idea to make wavpack maps 10:04 <@deen> release*, not remove 10:06 < ddnet-commits> [ddnet] def- pushed 2 new commits to DDRace64: http://git.io/oCLBPw 10:06 < ddnet-commits> ddnet/DDRace64 a635015 def: Version 6.1 10:06 < ddnet-commits> ddnet/DDRace64 c15fc5b def: Merge branch 'DDRace64' of github.com:def-/ddnet into DDRace64 10:06 <@EastByte> good morning 10:06 <@deen> good morning 10:06 <@EastByte> deen: does the vote option balance thing work? 10:06 <@deen> EastByte: you didn't test it!? 10:06 <@deen> i tested a bit and it seemed to work 10:06 <@EastByte> I did... 10:06 <@deen> i even tested on a real ddnet server! 10:06 <@EastByte> good :) 10:08 < laxadedi> xD 10:12 < Tobii> deen: what bit- and samplerate should i use for the opus files? dont sounds very well for me and sometimes skips 1-2 seconds... 10:13 < KinG_> hi all 10:13 <@deen> Tobii: oh? that sounds bad 10:13 <@deen> it worked for me with any file i threw at it 10:13 <@deen> can you send me the file? 10:18 < Tobii> deen: join the server i'm on 10:19 <@deen> 5 MB wow^^ 10:19 < Tobii> ^^ 10:19 < Tobii> with smaller files it also didn't work 10:20 < xRoThx_> Yo 10:21 <@deen> hi xRoThx_ 10:21 < xRoThx_> You are always here 10:21 < xRoThx_> How is it going? 10:21 < xRoThx_> Chile still has troubles? 10:21 <@deen> chile is running pretty fine. why? 10:42 <@deen> DDNet client 6.1 released 10:43 < xRoThx_> ok 10:43 < xRoThx_> ill check 10:47 < xRoThx_> any release link? 10:48 <@deen> http://ddnet.tw 10:50 < ddnet-commits> [ddnet] def- pushed 2 new commits to DDRace64: http://git.io/P7SU3w 10:50 < ddnet-commits> ddnet/DDRace64 4c06232 def: Oops, forgot the version number 10:50 < ddnet-commits> ddnet/DDRace64 e97fa68 def: Antiping for Weapons should work with 6.0 as well 10:51 < hannibal> did you add this emote selection next to the emoticons? :D 10:51 <@deen> no 10:51 < hannibal> oh so sad 10:51 < hannibal> :D 10:51 <@deen> no one even asked unsigned char* if we may take it 10:52 < hannibal> this is true. i saw him online just yesterday 10:52 < hannibal> but i know that i would use them all the time. but there's no hurry 10:55 < GoJEGrEEN> hi deen 10:55 <@deen> hi GoJEGrEEN 10:56 < GoJEGrEEN> in which commit you add this ? int CSound::DecodeOpus(int SampleID, const void *pData, unsigned DataSize) 10:56 < GoJEGrEEN> i cant find that commit 10:56 <@deen> don't know, not long ago 10:56 <@deen> it was in the sound branch 10:56 <@deen> so it was a merge commit in the ddrace64 branch 10:56 <@deen> i have to go again, GoJEGrEEN. you always come at bad times^^ 10:56 <@deen> bye 10:56 < GoJEGrEEN> xD 10:56 < GoJEGrEEN> k 12:25 < nuborn> hi 12:32 < cris272> hi nuborn 13:27 < KinG_> hi all 14:32 < DoNe> hi 14:33 < DoNe> has somebody added a tile to a map layer for server? 14:33 < DoNe> i wonder why entities are created with the layer as argument if the index is right 14:34 < DoNe> they could be only created if the tile is in the right layer 14:37 < DoNe> code can be found there: game/server/mapcontroller.cpp IGameController::OnEntity 14:38 < DoNe> gamecontroller.cpp* 14:51 < DoNe> hi bear 14:51 < BeaR> hey 14:52 < DoNe> have u added a map tile to server? 14:52 < BeaR> huh? 14:52 < DoNe> uhm i wonder if you already added a new mapping tile for server 14:53 < BeaR> In ddnet or generally if I have ever done this :D? 14:53 < DoNe> generally 14:53 < BeaR> y 14:53 < DoNe> i wonder why entities are created with the layer as argument if the index is right 14:53 < DoNe> they could be only created if the tile is in the right layer 14:54 < DoNe> game/server/gamecontroller.cpp IGameController::OnEntity line 335 14:55 < DoNe> a dragger will be created if the index of the tile is right and the layer the tile is in will be given to the entitiy 14:55 < DoNe> the entity will only do something if it is in the right layer 14:55 < DoNe> thats dump 14:56 < BeaR> this is only for dragger, isn't it? 14:57 < DoNe> this line is only for dragger 14:57 < DoNe> i dont know if any other tile has this index 14:57 < DoNe> ah could be that the dragger has to work in game and front layer 14:58 < BeaR> not sure, never worked with draggers, would need to dive deeper in the source (: 14:59 < DoNe> i just gonna check if the layer is right before i add my new entity 14:59 < DoNe> why should i create useless objects 15:07 < BeaR> could be also added due to differ projectiles from normal weapons and draggers, dunno \o/ 17:03 <@EastByte> yay back home 17:18 <@EastByte> 0x00000000004febb8 in Mix (pFinalOut=0xd7e7a0, Frames=1024) at src/engine/client/sound.cpp:163 17:18 <@EastByte> 163 *pOut++ += (*pInL)*Lvol; 17:19 <@EastByte> occurs on my kobra 3 server from yesterday 17:19 <@EastByte> deen: something wrong? 17:26 < hannibal> bb al 17:43 < ddnet-commits> [ddnet] timgame opened pull request #92: added auto fire entities (DDRace64...DDRace64) http://git.io/QHc4lQ 17:44 < DoNe> is some1 good with graphics? 18:16 < pause> laxadedi: yo dawg 18:17 < laxa> pause: yo 18:17 < pause> laxa: listen to this 18:17 < pause> https://www.youtube.com/watch?v=O-63EmrzzM4 18:17 < Nimda_1716> [YouTube] Title: Les Ramoneurs de Menhirs - Menez Daou (clip) | Rating: 4.93/5.00 | Views: 925,452 18:29 < Savander> hi 18:29 <@EastByte> hi 18:36 < laxa> pause: not a huge fan. 18:36 < laxa> pause: know any good dermatologist that could be available asap ? 18:56 < pause> laxa: No, my skin is going well sry 19:31 < o_be_two> hi 19:36 < laxa> deen: ddnet FRA down ? :( 19:37 <@EastByte> seems like 19:37 <@EastByte> but eur is located in fra :P 19:49 <@deen> laxa: i killed FRA 19:49 <@deen> don't want so many servers in europe 19:52 < laxa> when was FRA removed from the json list ? 19:54 < ddnet-commits> [ddnet] def- pushed 1 new commit to DDRace64: http://git.io/KzGy4g 19:54 < ddnet-commits> ddnet/DDRace64 0da475e def: Fixes #91 19:54 < Nimda_1716> DDNet Chile went down! 19:55 < Nimda_1716> DDNet Chile went back online! 20:12 <@deen> laxa: yesterday night, i wrote something like "cleaned up the servers!" 20:15 <@deen> EastByte: can't trigger the bug =/ 20:20 <@EastByte> okay, I created a new tw root ant put everything fresh from ddnet master in it 20:20 <@EastByte> now it doesn't crash 20:20 <@deen> ok, good 20:20 <@EastByte> but 20:20 <@EastByte> the map sound fucked up :/ 20:21 <@deen> =/ 20:21 <@EastByte> only hear scratch noises 20:21 <@deen> i don't have any problems 20:22 <@EastByte> ahhh 20:22 <@EastByte> I understand 20:22 <@EastByte> deen: can you join my server? 20:23 <@deen> can't find you 20:23 <@EastByte> oh im nameless 20:23 <@deen> nice, segfaulted^^ 20:24 <@EastByte> I'm pretty sure about the problem 20:24 <@deen> yes?! 20:24 <@EastByte> the noises stop when I reach the start line 20:24 <@EastByte> I have 1200 min servertime 20:24 <@deen> oh 20:25 <@EastByte> so the audio bugs after some time 20:25 <@EastByte> but why does it crash 20:25 < xRoThx_> Is it possible to remake Teeworlds in Java? 20:25 < xRoThx_> Or is that kind off impossible 20:25 <@EastByte> it's possible yes 20:26 < xRoThx_> Nobody ever tried? Because I think Java is easyer 20:27 <@EastByte> there were people who tried 20:27 <@EastByte> but it's much work 20:27 <@deen> well, i would never have started ddnet if teeworlds was written in java 20:28 < xRoThx_> Why not? 20:28 <@EastByte> java can be really painful 20:28 <@EastByte> and it's not the kind of language developers want to use 20:28 <@deen> and it wouldn't run well on my computer 20:29 < xRoThx_> Okay 20:29 < xRoThx_> Why did you start DDNet? 20:29 <@deen> someone bought a server but couldn't set it up 20:29 <@EastByte> ^^ 20:29 <@deen> so i set it up for him and that became ddnet 20:30 < xRoThx_> Okay, Great story 20:30 < xRoThx_> Make an e-book about it. DDNet's Fairly tale 20:31 < xRoThx_> But a good guy like you shouldn't carry all costs 20:31 < xRoThx_> *all the costs you carry atm 20:31 <@deen> EastByte: any idea how to fix this? 20:31 <@deen> xRoThx_: what costs? you're paying the main server now^^ 20:32 < xRoThx_> So you have no costs anymore? 20:32 < xRoThx_> Great 20:32 <@deen> just a few servers 20:32 <@deen> only 2 actually 20:32 <@deen> RUS and Chile 20:32 < xRoThx_> You should moneytize ddnet 20:32 <@EastByte> deen: BeaR did the audio loop thing right? 20:32 <@deen> never 20:32 <@deen> EastByte: i sure hope so =/ 20:33 <@EastByte> :) 20:33 <@EastByte> it'll be easy to fix I bet 20:33 < xRoThx_> Like allowing teeserver.de to put a banner on your website, or make it possible for players or clans to get a private server by sponsoring you 20:34 <@EastByte> well, not easy to find a proper sponsor 20:35 < xRoThx_> Guess you did. Exept I came to you instead of finding it 20:35 <@deen> most sponsors want to much 20:36 < laxa> xRoThx_: if you wanna do some good to teeworlds, recode it from scratch in C++ 20:36 <@deen> i wouldn't do advertisements for companies or stuff like that 20:37 <@EastByte> beside ddnet ger was a 10eur/moth vps with 10gbit link 20:37 <@EastByte> so what cost? 20:37 < xRoThx_> deen: Sponsors shouldn't want too much. SPONSOR. Not buying advertisement 20:38 < xRoThx_> Just named in the credits should be enough I think 20:41 <@EastByte> xRoThx_: you said you want to offer free/paid servers in the future? 20:41 < xRoThx_> Might be 20:42 <@EastByte> you could get in conflict with G@mer then^^ 20:43 <@EastByte> deen: get BeaR here, now! :) 20:43 < xRoThx_> g@mer is for teeserver.de 20:43 <@EastByte> yea 20:43 < xRoThx_> And I am not planning on building a system like his one 20:44 < xRoThx_> my hosting would be through skype/ basic website 20:44 < xRoThx_> Or some kind of partnership or so ;) 20:45 <@EastByte> well okay 21:07 < eeeee> in soviet ddnet companies do advertisements for YOU 21:29 < NooBxGockeL> Hey guys i have a Problem, im recently switched to Linux Mint 17 (debian based) and have trouble running DDNet client or standard Teeworlds... I have a dual Monitor setup and configured it as TwinView but when i open Teeworlds it stretches its fullscreen mode over both monitors. And if i use the borderless window it attaches to the secondary monitor... Any ideas ? (sorry for walloftext) 21:30 <@EastByte> change resolution 21:30 < NooBxGockeL> yes i did but then "borderless window it attaches to the secondary monitor(wrong one)" 21:30 <@deen> just move it over? 21:31 < NooBxGockeL> how can you move a borderless window ? I tried using taskbar but not working 21:31 <@EastByte> maybe your windowmanager has a shortcut 21:32 <@deen> hm, ping 120 on GER 21:32 <@deen> so much for solving that problem^^ 21:32 <@EastByte> 43 like always 21:33 <@deen> what isP? 21:33 <@deen> isp* 21:33 <@EastByte> ewe 21:33 <@deen> i think only telekom is affected 21:33 <@EastByte> might be 22:04 <@deen> BeaR: we're experiencing some sound problems 22:04 <@deen> and hi =) 22:04 < BeaR> hi =) 22:05 <@deen> BeaR: they asked us to design one of the questions for your Haskell assignments :P 22:05 < BeaR> what kind of problems? (currently fiddling with haskell xd) 22:05 < BeaR> :D 22:05 <@deen> I'm currently correcting the exercises of 50 people... 22:05 <@deen> gonna take me all night 22:06 <@deen> when the server time is big, the looping seems to make problems 22:06 <@deen> EastByte and I get segfaults 22:06 < BeaR> hm 22:06 <@deen> try the Kobra 3 Solo map on the server "by east" 22:07 <@EastByte> in fact there are two 22:07 <@deen> maybe you have an idea why this happens 22:07 <@EastByte> it's because of the gametime 22:07 < BeaR> could be, teeworlds tick system is a bit confusing :d 22:08 <@EastByte> it's much easier two understand then your sound stuff <.< 22:08 < BeaR> no (: 22:08 <@EastByte> :) yes 22:08 <@deen> °͜° 22:08 < BeaR> need to update my repo for debugging (: 22:10 < Spyker> hello.... deen? are you online? 22:10 <@deen> hi 22:11 < Spyker> hi, can you say me new test password for load my old map on new pc? 22:11 < Spyker> the older doesnt work... 22:11 <@deen> name of the map? 22:11 < Spyker> NinjaDreams 22:11 < Spyker> or something like this 22:11 < Spyker> i need to fix the end and the map is done! 22:11 <@deen> http://ddnet.tw/NinjaDreams.map 22:11 <@deen> http://ddnet.tw/maps/NinjaDreams.map 22:12 < Spyker> i tested it like 20 times with sui/miku/evil cat 22:12 < KinG_> hey all i'm finally back on windows 22:12 < Spyker> thanks deen :D i fix the end and the map is done... 22:13 <@deen> hi KinG_ 22:13 < KinG_> i can't how it feels to be on windows after all problems i had with linux xD 22:13 < KinG_> i can't say* 22:14 < BeaR> east: give back server for testing pls :D 22:14 < BeaR> ah nvm 22:14 <@EastByte> :D 22:20 < Spyker> deen, i fixed the end, now map can be tested... i need to do something on ddnet.tw or just upload it.... 22:21 <@deen> Spyker: make a thread in forum 22:22 < BeaR> good old signed integers ._. 22:23 <@EastByte> BeaR: explain 22:23 <@deen> better use Haskell Integers! 22:27 < BeaR> EastByte: at high values, the calculated offset get's out of integer range and in combination with modulo, will return negative values, which causes segfaults 22:28 <@EastByte> ah use unsigned integers then :) 22:29 <@deen> everyone makes the same mistakes, it's crazy 22:30 <@EastByte> that's why I want to avoid signed integers 22:30 < BeaR> haskell or c++ ? :) 22:30 <@deen> my haskell students^^ 22:30 <@deen> nice that you found the source of the segfault, BeaR 22:34 < BeaR> hm what's the corresponding unsigned type to int64 :d? 22:35 <@EastByte> unsigned long long 22:35 <@EastByte> iirc 22:35 <@EastByte> because tw doesnt need a typedef for that :P 22:37 < eeeee> or you can be a hipster and use uint_fast64_t 22:38 < BeaR> nah prefer uint64_t 22:38 < eeeee> but it's not even fast :P 22:38 < BeaR> to feed the inconsistency 22:39 < eeeee> s/inconsistency/diversity 22:44 < BeaR> hm now i'm hearing ugly dubstep, need to revert fix :< 22:45 <@EastByte> :) 22:45 <@EastByte> it's funky dubstep 22:47 < ddnet-commits> [ddnet] cinaera opened pull request #93: Prevent integer overflow (fixes segfault in the soundengine) (DDRace64...pr_soundfix) http://git.io/eT-PkA 22:48 < DoNe> test 22:48 < ddnet-commits> [ddnet] def- pushed 2 new commits to DDRace64: http://git.io/ADO5XA 22:48 < ddnet-commits> ddnet/DDRace64 f5fa00c BeaR: Prevent integer overflow (fixes segfault in the soundengine) 22:48 < ddnet-commits> ddnet/DDRace64 9633cdc Dennis Felsing: Merge pull request #93 from cinaera/pr_soundfix... 22:48 < DoNe> test 22:49 <@deen> DoNe: testtest 22:49 <@EastByte> TEST 22:49 < DoNe> test 22:49 < DoNe> schreibt nochmal jmd was 22:49 <@deen> ? 22:50 < BeaR> lol 22:51 < DoNe> yes but no sound 22:51 <@EastByte> ... 22:51 < DoNe> auto connect works hehe 22:51 <@EastByte> good and now remove it 22:51 < DoNe> what 23:20 < ddnet-commits> [ddnet] def- pushed 2 new commits to DDRace64: http://git.io/HxeseA 23:20 < ddnet-commits> ddnet/DDRace64 1e3a474 def: Version 6.1.1 23:20 < ddnet-commits> ddnet/DDRace64 515ad45 def: Merge branch 'DDRace64' of github.com:def-/ddnet into DDRace64 23:23 <@EastByte> naufrage2 finished... 23:23 <@deen> wow, nice 23:23 <@deen> that's a hard map 23:23 <@EastByte> second brutal map :) 23:23 <@EastByte> yea, got pulled the whole map 23:23 <@EastByte> fun nevertheless 23:30 <@deen> BeaR: we have another bug 23:30 <@deen> sometimes some people hear sound, sometimes not 23:31 <@deen> on the test server right now, kintaro's new map 23:35 <@deen> ok, delay doesn't work 23:35 <@deen> when you set delay, it sometimes doesn't work 23:51 < laxa> !fr-en well said 23:51 < Nimda_1716> Translation: discuter 23:51 < laxa> !en-de well said 23:51 < Nimda_1716> Translation: gut gesagt 23:52 < BeaR> deen: can I see the map ? 23:52 <@deen> sure 23:52 <@deen> pw in pm 23:53 <@deen> it has so many sounds 23:53 <@deen> i think the sound gets enqueued again and again 23:53 <@deen> and thus is never played 23:53 < laxa> !fr-de Bien dis ! 23:53 < Nimda_1716> Translation: Gut gesagt! 23:53 <@deen> because IsValid() always returns false because it hasn't started playing yet 23:58 < BeaR> hm probably too much sounds, cant allocate a new voice 23:58 <@deen> oh 23:58 < BeaR> with delay, it will be allocated later 23:59 <@deen> but is it normal that sounds get created every frame? 23:59 < BeaR> so you can't hear it 23:59 < BeaR> they wont :d 23:59 <@deen> so you can't add 10-20 sounds on a map? 23:59 <@deen> or what's the limit?