00:03 < Maple> i dont get it 00:03 < Maple> no one tries to beat any of my hall of fame records 00:05 < laxa> it's because you are too good :( 00:19 < Maple> xD 02:50 <@deen> damn, some people are faster than me. found a segfault,but was reported a few hours ago 07:25 < Nimda> DDNet Brazil went down! 07:26 < Nimda> DDNet Brazil went back online! 09:49 <@EastByte> deen: hehe 12:13 <@deen> hm, i'm trying to tcpreplay my tcpdumps, but the ddnet server doesn't like them 12:29 <@deen> ah, i just forgot to record the first 3 packets^^ 12:29 < laxadedi> deen: 100 subscribers on youtube channel ! 12:29 <@deen> now it works! 12:29 <@deen> hi laxadedi, nice! 12:30 <@deen> youtube offered me a custom channel name, not sure what that's supposed to mean 12:30 <@deen> for my s3c0nd channel, not the hall of fame 12:31 <@deen> "Good news: You're now eligible for a unique [1]Google custom name that let you easily point people to your YouTube channel and Google+ profile. Here's what we've reserved for you: youtube.com/c/DdnetTw" 12:32 <@deen> would make more sense for the hall of fame though, since I don't use that channel at all 12:40 < laxadedi> I had that too 12:40 < laxadedi> but I don't care 12:40 < laxadedi> you could already do it I think 13:43 <@deen> hi BeaR 13:44 < BeaR> hey 13:44 <@deen> BeaR: nice that loading and saving works, i should test 13:44 <@deen> and maybe soon release new client 13:46 <@deen> BeaR: hm, are you sure it works? 13:46 <@deen> i don't see the layers anymore 13:46 <@deen> aaah 13:46 <@deen> it's not supported yet, got you 13:56 < BeaR> yeah, you have to add support for the old maplayers 13:58 < BeaR> sth like this, which I added for bezier splines: https://github.com/teeworlds/teeworlds/blob/master/src/game/editor/io.cpp#L463 14:04 <@deen> Could you add it for map sounds as well? I would probably do something wrong if I tried to fix the maps by hand 14:04 < BeaR> hm sure 14:14 <@deen> now primitively fuzzing ddnet server with network packets 14:15 <@deen> about 100 connections per second 14:16 <@heinrich5991> deen: if you find a bug with that, I'd be impressed! 14:16 <@heinrich5991> (in the server code, via network) 14:18 <@deen> heinrich5991: the whole thing is inspired by the bug that caused 0.6.3 release 14:18 <@deen> it would've been found with this primitive fuzzing 14:18 <@heinrich5991> have you tried whether it's found? 14:19 <@deen> nope, looking for new bugs first, sounds more exciting 14:23 <@deen> would be much more efficient if I could get the instrumentation output from DDNet-Server to AFL 14:24 <@heinrich5991> then that statement is unwarranted though ("would've been found by primitive fuzzing") 14:24 <@deen> heinrich5991: I mean it's just a flipped bit 14:24 <@deen> and the fuzzer is flipping every single bit right now 14:24 <@heinrich5991> ah ok 14:25 <@deen> would still be a good idea to actually check that it works 14:26 <@deen> if i find nothing else I'll do that 14:39 < BeaR> hm Ama created one huge sound source in Spooky? 14:39 < ddnet-commits> [ddnet] cinaera opened pull request #114: Add editor compatibility with sound layers from older maps (DDRace64...pr_compatibility) http://git.io/FGIKWg 14:48 * BeaR tries to implement a variant datatype in C++... 14:50 <@heinrich5991> BeaR: usually done with a tagged union 14:51 < BeaR> well yeah but still need some meta template magic :D 14:51 <@heinrich5991> struct { int type; union { TypeA type_a; TypeB type_b; ... } 14:51 <@heinrich5991> oh, you want it to be not ad-hoc 14:51 < BeaR> no via variadic templates 14:51 < BeaR> template class variant { ... }; 14:52 < Savander> hi 14:52 < BeaR> hi 15:18 < o_be_one> hi all :) 16:04 < ddnet-commits> [ddnet] def- pushed 2 new commits to DDRace64: http://git.io/8B3rvw 16:04 < ddnet-commits> ddnet/DDRace64 5d36441 BeaR: Add editor compatibility with sound layers from older maps 16:04 < ddnet-commits> ddnet/DDRace64 58214e0 Dennis Felsing: Merge pull request #114 from cinaera/pr_compatibility... 16:12 < Nimda> Lawrence by Themix just released on Solo at 2014-12-05 16:07 16:21 < Learath2> deen: you areound ? 16:21 <@deen> Learath2: hi 16:22 < Learath2> as you used json parser before can you check https://github.com/Learath2/teeworlds/tree/autoupdateinc 16:22 < Learath2> engine/client/autoupdate.cpp ParseUpdate() 16:22 <@deen> No, I haven't used json parser before^^ 16:22 < Learath2> eww 16:22 <@deen> that was EastByte 16:22 < Learath2> just need to get the json part compiling and it should all work 16:23 <@deen> ah, ok 16:23 < Learath2> mine looks like a bit of a mess too :P will get rid of std stuff later 16:26 <@deen> so you want help getting it to compile? 16:28 < BeaR> "This branch is 2834 commits ahead, 481 commits behind teeworlds:master" lul 16:30 < Learath2> deen: would be really appreciated 16:30 < Learath2> thats not the latest state tho 16:30 < Learath2> let me push it up again 16:31 <@deen> ok 16:32 < Learath2> really hope noone pulled that had to force push it 16:34 < BeaR> OHMIGODITWERKZ 16:34 < BeaR> best debug messages 16:36 < Learath2> :D 16:37 < Learath2> BeaR: should have seen the way i debugged kerning 16:37 < BeaR> :D 16:37 < BeaR> does this already work? 16:37 < BeaR> the autoupdater 16:37 < Learath2> doesnt even compile yet 16:37 < BeaR> ah 16:37 < Learath2> couldnt really figure out how json works 16:38 < Learath2> from what i read from json.h this should work but :/ 16:38 <@deen> Learath2: fixed =) 16:38 <@deen> autoupdate.cpp:106 16:38 <@deen> for(int j = 0; j < json_array_length(&pVersions[i]["download"]); j++) 16:38 < Learath2> i think i need to link the ui with it call IAutoUpdate::Update() from somewhere within client 16:38 < BeaR> you mixed the different ways to handle :D 16:39 <@deen> and autoupdate.cpp:108 16:39 <@deen> for(int j = 0; j < json_array_length(&pVersions[i]["remove"]); j++) 16:39 <@deen> now it compiles 16:40 < Learath2> well obv SIGSEGVs so dont even try :D 16:40 <@deen> hm? 16:41 < Learath2> well there is no way its in working condition Init() is empty and Update() isnt called from anywhere 16:41 <@deen> ok 16:41 < BeaR> l25: str_copy(pUpdate->m_Status, pDest, sizeof(pUpdate->m_Status)); 16:41 <@deen> sounded different before^^ "16:22 < Learath2> just need to get the json part compiling and it should all work" 16:42 < Learath2> oh yeah it should all work just isnt tied to the client yet :D 16:42 <@deen> ok^^ 16:42 < BeaR> poor windows user cant compile ofc ): 16:43 < Learath2> BeaR: does compile under windows 16:43 < BeaR> hm missing lib 16:43 <@deen> what lib? json? 16:43 < BeaR> curl.lib 16:44 < Learath2> did you try bam config first ? 16:44 < BeaR> Compiled from clean repo (: 16:44 < BeaR> well there is no curl.lib. You added it? 16:45 < Learath2> oh msvc needs curl.lib ? 16:45 < BeaR> sure :D 16:45 < BeaR> cuz visual studio is too lazy to generate it from the dll 16:45 < Learath2> :D been compiling from mingw didnt notice 16:46 < Learath2> will add a curl.lib 16:46 < BeaR> (: 16:46 < Learath2> any idea where i can call my Update() function from ? 16:47 < BeaR> what does it do? 16:47 < Learath2> checks if the manifest file is done downloading before continuing 16:48 < BeaR> hm would put it in the main client loop 16:48 < Learath2> really dont like that solution but couldnt figure out something better without blocking the client 16:54 <@deen> threads everywhere? 16:55 < Learath2> can do that too but meh 17:02 <@EastByte> use the tw job handler? 17:02 <@deen> I think I'll release the new client 17:02 <@deen> any complaints? 17:04 < ddnet-commits> [ddnet] def- pushed 1 new commit to DDRace64: http://git.io/XFx_LQ 17:04 < ddnet-commits> ddnet/DDRace64 e47c653 def: Version 6.4 17:47 < ddnet-commits> [ddnet] def- pushed 1 new commit to DDRace64: http://git.io/_tMUeg 17:47 < ddnet-commits> ddnet/DDRace64 af3b68b def: Enable antiping projectiles starting with 6.4 18:48 < ddnet-commits> [ddnet] def- pushed 1 new commit to DDRace64: http://git.io/vwCCJQ 18:48 < ddnet-commits> ddnet/DDRace64 1438235 def: Add AntiPing weapons button 19:13 <@deen> Released 20:01 < o_be_one> hey Maple :D 20:01 < o_be_one> nice shot with skeith ^^ 20:01 < Maple> heylo 20:02 < Maple> meh i hate him 20:04 < o_be_one> why u played with him so Maple ? 20:05 < Maple> cause no one else could 20:05 < Maple> veri sad stori 21:06 < Nicos> For all testers of ddnet: there is a new map in map testing 23:19 <@deen> we could make teleporters predicted 23:20 <@deen> when there is only 1 destination tele 23:20 <@deen> any opinions? 23:31 <@EastByte> is it easy to implement? 23:32 <@deen> i don't know^^ 23:32 <@deen> I've not implemented any of the prediction stuff 23:33 <@EastByte> hm I don't think it's neccessary 23:34 <@EastByte> afaik mostly checkpoint are being used 23:34 <@deen> ah yeah, also wouldn't work with checkpoints 23:35 <@EastByte> but we could disable the tees prediction when it enters a teleporter 23:35 <@EastByte> so it doesnt float through the air 23:35 <@EastByte> well that was my solution for the freeze prediction aswell... 23:43 <@deen> no one liked freeze prediction =/ 23:44 <@EastByte> doesn't look buggy enough :P