00:50 < Savander> good night 00:56 <@heinrich5991> night 01:15 < eeeee> speaking of old games, did any of you guys play the original "xcom: ufo defense"? i tried openxcom.org yesterday and it seems to be work nicely, most of original bugs and annoyances are fixed. 02:04 < Edible> is it complete? or do you need old game data? 02:08 < eeeee> you need the old data 02:09 < eeeee> hopefully they will remake the data from scratch as well eventually, like openttd did 02:09 < Edible> it shouldnt be that hard, they are sprites after all 02:10 < eeeee> well there's also a lot of ufopaedia illustrations 02:10 < eeeee> and background images 02:15 <@deen> i think i could never fall in love with xcom 02:16 <@deen> openttd is great though 03:10 < Edible> i wouldnt get into xcom now 03:10 < Edible> now it just seems like farmville to me 03:11 < eeeee> lol 03:11 < eeeee> people dig the modern crappy remakes though 03:11 < Edible> which makes me wonder if youngins play games that are older than they are, regularly. 03:12 < Edible> which remakes? 03:12 < eeeee> like this most recent one http://cdn.toucharcade.com/wp-content/uploads/2013/06/xcombattlefield.jpg 03:13 < Edible> remakes have always existed *cough* sport games *cough* 03:13 < eeeee> which isn't all that bad admittedly, but it's very restricted in what you can do 03:14 < Edible> yeah but... isnt that a shooting game? 03:14 < Edible> shooter/strategy 03:14 < Edible> or w\e xcom is classified as 03:15 < eeeee> idk, but the best selling point of xcom is it's trademark mixture of geoscope strategy and battlescape tactical missions 03:17 < Edible> yep 03:18 < Edible> i have never played xcom fairly 03:19 < Edible> always cheated with cheat engine, so thats the best thing for me 03:23 < eeeee> i played in easy difficulty so it wasn't even that hard, so i might not have needed all the features it had 03:24 < eeeee> but still having them made you feel like you're actually in charge and can do whatever you think is best instead of choosing out of 3 options that game allows you to implement 03:24 < eeeee> (latter is the case with the remake) 03:30 < eeeee> e.g. say you want to shoot an alien with your soldier, but another soldier (without any time units left, so cannot move) blocks line of sight. you can just shoot that guy (even accidentally, lol) or make someone else go and stun him so that he drops to the ground (can even pick up and carry his body later to someone with a medkit. or throw the darn medkit and use it). or shoot a nearby wall with a heavy plasma to create a new opening 03:30 < eeeee> can't do any of that in simplified remakes 03:35 < Edible> wow, so its less tactical... which is what its meant to be! 03:35 < Edible> what a colossal fuck up 10:38 < eeeee> lol i've became a newb after not playing the original xcom for ages. lost half of the crew on the first mission (on the 2nd easiest difficulty) 10:39 < eeeee> was a night mission tho 10:53 <@EastByte> I don't know these games :/ 10:53 <@EastByte> good morning eeeee 11:31 <@EastByte> trying to create a named pipe in nim, not realizing permission 0666 is parsed as decimal ^.^ 11:33 <@deen> heh 11:48 <@deen> oh, about binaries: i started using file endings for everything else instead, like readme.md, license.txt 11:48 <@deen> so I can at least exclude binaries in the gitignore reliably: https://github.com/def-/nim-brainfuck/blob/master/.gitignore 11:50 <@heinrich5991> EastByte: maybe try 0o666? 11:51 <@deen> heinrich5991: yep, that works 11:59 <@EastByte> deen: haha doing it vice versa will probably work, yes 12:01 <@heinrich5991> it's easier for windows users: *.exe 12:02 <@EastByte> unfortunatly 12:04 < Nimda> Insane by save. just released on Ddmax at 2015-06-24 12:00 12:04 < Nimda> Imagination3 by Heaven & Cenarrius just released on Ddmax at 2015-06-24 12:00 12:04 < Nimda> Ice by Knight :3 just released on Ddmax at 2015-06-24 12:00 12:04 < Nimda> Hope by Ama just released on Ddmax at 2015-06-24 12:00 12:04 < Nimda> Hope 2 by Ama just released on Ddmax at 2015-06-24 12:00 12:21 < Savander> deen, maybe sometimes you should send broadcast about "Call fo Testers" ? Not everyone have account on forum, so maybe we'll find people ? 13:01 <@deen> hm 13:02 <@deen> i don't know, maybe testers feel forced to test then 13:02 < Savander> they "should" 13:04 <@deen> no, they should not 13:04 < Savander> you don't pay them, but if they want to be 'testers', they should do something, if they don't want, they shouldn't be a tester. I know, they do it for free 13:04 <@deen> they should do what they want, if that's testing then great 13:04 < Savander> but you can ask people on servers, "we looking for testers" 13:05 <@deen> well, most people aren't fit to be tester 13:05 <@deen> we mainly need experienced mappers as testers 13:05 < Savander> most people don't know about forum 13:05 <@deen> and they usually have sth better to do 13:06 < Savander> You can give a chance for new people, to expand they experience about mapping/testing 13:06 < Savander> like NICO 13:07 < Savander> their* 13:08 < Savander> am i wrong? You don't lose anything 13:10 <@deen> ok, done 13:11 < Savander> awesome! It'll help ddnet 13:11 < Savander> new blood needed :D 13:12 < Savander> old testers are tired in my opinion 13:12 < Savander> so they need rest^^> 15:05 <@EastByte> the overloaded `/` operator for joinPath is simply awesome 16:26 <@deen> right 16:26 <@deen> have you seen my jsonify macro? 16:26 <@deen> makes it possible to paste regular json into nim 16:30 <@EastByte> deen: I think there was a thread about it 16:31 <@EastByte> it's pretty nice 18:09 < Nimda> Mirai by Ezio just released on Brutal at 2015-06-24 18:03 19:03 < ddnet-commits> [ddnet] def- pushed 1 new commit to DDRace64: http://git.io/vtTBu 19:03 < ddnet-commits> ddnet/DDRace64 6b1c7a5 def: Initial support for release dates in /mapinfo 19:04 < ddnet-commits> [ddnet] def- pushed 1 new commit to DDRace64: http://git.io/vtTRL 19:04 < ddnet-commits> ddnet/DDRace64 9a55f52 def: Fix SQL query 19:15 < ddnet-commits> [ddnet] def- pushed 1 new commit to DDRace64: http://git.io/vtTgs 19:15 < ddnet-commits> ddnet/DDRace64 7c9d452 def: Fix /mapinfo string 19:18 < ddnet-commits> [ddnet] def- pushed 1 new commit to DDRace64: http://git.io/vtT29 19:18 < ddnet-commits> ddnet/DDRace64 6b30033 def: Nicer wording 19:19 < ddnet-commits> [ddnet] def- pushed 1 new commit to DDRace64: http://git.io/vtTaz 19:19 < ddnet-commits> ddnet/DDRace64 a0ac817 def: Fix 19:28 <@deen> works, looks nice 19:29 <@deen> /mapinfo Kobra now prints: 19:29 <@deen> "Kobra" by Zerodin on Novice (★★★★✰, 4 points, 14560 finishes, released 1 year and 5 months ago) 19:33 <@EastByte> neat 19:42 <@deen> we could also have more advanced random voting, but not sure how to make the user interface nice and if it's really needed 19:42 <@deen> maybe we should just allow sql queries to vote a map :P 20:45 < Savander> xd 20:45 < Savander> definitly. 20:45 < Savander> with updated and delete permissions 20:46 <@heinrich5991> I'd like to vote for "; DROP TABLE records; -- 20:46 <@heinrich5991> and you? 20:50 < Savander> i want to. 20:54 <@deen> haha 21:08 < WolfAlex> @deen: if i enter a wrong map it gives me "" by on (, 0 points, 0 finishes) 21:08 <@deen> WolfAlex: oh right, should make a better error 21:38 <@deen> EastByte, Savander: http://ddnet.tw/1tee1.demo http://ddnet.tw/1tee2.demo (should be at the end of last one) 21:38 < Savander> btw 21:38 < Savander> we did it agian 21:38 < Savander> :P :D 21:38 <@deen> nice 21:39 < Savander> http://forum.ddnet.tw/viewtopic.php?f=14&p=17383#p17383 21:39 < Savander> automap, how it works, lul. 21:39 < Savander> it's black magic for me haha 21:40 <@deen> it's a single step of a cellular automaton 21:40 <@deen> at least that's how i always looked at it 21:41 <@deen> http://forum.ddnet.tw/viewtopic.php?f=16&t=581 21:41 <@deen> maybe this helps 21:42 <@deen> basically you say what tile to set depending on the ones set around 21:46 < Savander> Looks at a lot of work ^^ 21:47 < ddnet-commits> [ddnet] def- pushed 1 new commit to DDRace64: http://git.io/vtkNl 21:47 < ddnet-commits> ddnet/DDRace64 2decad5 def: Fix SQL query of /mapinfo for empty case 21:53 < ddnet-commits> [ddnet] def- pushed 1 new commit to DDRace64: http://git.io/vtkpk 21:53 < ddnet-commits> ddnet/DDRace64 dcddb78 def: It would help to test before commiting 21:57 <@EastByte> Savander: haha images are white in preview 21:57 <@EastByte> http://eastbit.net/public/videos/1teemap.webm 21:58 <@EastByte> deen: like three happy little kids 21:58 <@EastByte> (at the end ^^) 22:07 < Savander> i know 22:07 < Savander> tbut in first post 22:07 < Savander> i make it black 22:08 < Savander> ^^^ 22:08 < Savander> haha, :D 22:12 <@deen> I'm wondering if I could post DDNet on HN 22:13 < Savander> hn? 22:13 <@deen> Hacker News 22:14 <@deen> maybe i should write a summary of some cool things (like eeeeee's webgl client) on hookrace 22:14 < Savander> 64 slot hack on teeworlds 22:14 <@deen> ^^ 22:14 < Savander> fast download by eeee 22:14 < Savander> (im right?) 22:16 < Savander> http://l03.imgup.net/tap5k3xg.gif 22:16 < Savander> hhahaha 22:17 <@deen> ^^ 22:17 < Savander> tap tpa tap 22:23 <@EastByte> deen: also the tcp syn cookie like spoof protection would be worth mentioning 22:24 <@EastByte> well it would be a whole post about eeeee's work 22:24 < Savander> ^^ 22:29 <@EastByte> we definitly need web livestreaming 22:29 <@EastByte> imagine a webviewer on ddnet.tw showing the current most active servers 22:30 <@deen> yes, would be great! 22:30 <@deen> hack it into the webgl client? 22:31 <@EastByte> would be the way to go 22:31 < eeeee> but ideally we'd find a way to make the webgl client more lightweight first... 22:31 <@EastByte> yep 22:33 < Savander> twitch.tv 22:34 < Savander> deifintly! 22:34 < Savander> most popular stream in the world! 22:34 < Savander> xd 22:34 <@EastByte> nah we don't want video streaming 22:34 < Savander> just joking ^^ 22:34 < Savander> but yes, it'd be great. 22:44 <@EastByte> deen: adding demo markers does currently only work for manual demo recorder 22:44 <@EastByte> I would like to add all recorders there 22:45 <@deen> demo markers? 22:45 < Savander> converting demo into avi 22:46 < Savander> woah! 22:46 <@EastByte> deen: markers on the demo timeline 22:46 <@EastByte> do you know them? 22:46 <@EastByte> "add_demomarker" 22:47 <@EastByte> Savander: if we would have map94 in our team, such a converter might have already been there 22:48 <@deen> nope, don't know 22:48 < Savander> map94? 22:48 <@EastByte> deen: you can use add_demomarker binded ingame 22:49 <@EastByte> and on the demo player there will be a marker on the timeline^^ 22:49 <@deen> I'm not sure if we need a demo conversion feature 22:49 <@deen> why not just use ffmpeg? 22:49 <@EastByte> because you need to record first :P 22:50 < Savander> yup :D 22:50 < eeeee> could also hack in video streaming directly into the client 22:50 <@deen> meh, wouldn't want ffmpeg in ddnet client 22:51 <@deen> just adds another 5-10 MB 22:51 <@EastByte> some encoding lib like vpx + dynamic loading would be nice 22:52 <@deen> you would want x264 22:52 < Savander> btw, it'd be great, another "program" to convert demo 22:52 < Savander> into video 22:52 <@EastByte> I don't like x264 :P 22:53 < eeeee> vp8? 22:53 <@deen> eeeee: webm video codec 22:53 < eeeee> yeah i was asking eastbyte if he likes it more 22:54 <@EastByte> it's open and stuff 22:54 <@EastByte> and new 22:55 < eeeee> have heard it's actually a simplified version of h264 so a little bit worse 22:55 <@EastByte> yes, it's less performant (atleast for me) 22:55 <@deen> eeeee: i think the quality compares to h264 baseline (which is the simplified h264) 22:57 <@deen> vp9 is the new one, which should compare to x265 22:57 <@deen> h265* 22:58 <@deen> "On September 12, 2014, Google announced that development on VP10 had begun and that after the release of VP10 they plan to have an 18-month gap between releases of video formats." 22:58 <@deen> sounds like a lot of video formats^^ 23:01 < Savander> ^ 23:11 * eeeee wonders if VP is gonna catch up to google browser, which is version 45 already 23:12 <@EastByte> ^^ 23:12 <@EastByte> eeeee: so I tested the spoof protection sending the real map at the beginning 23:12 <@EastByte> it's not the best idea 23:13 <@EastByte> while downloading a map at this point there is not even a loading screen displayed in the client 23:16 <@EastByte> I think the proper solution is the following: before sending empty snaps the server sends MAPCHANGE+MAPDATA+CON_READY in one packet 23:16 <@EastByte> it works, but of course the map needs to be as small as possible 23:19 <@EastByte> (so basically I'm sending an empty stub map preventing the client from crashing) 23:20 < eeeee> how small is the stub map? 23:21 <@EastByte> just by saving an empty map in editor it's ~500bytes 23:21 <@EastByte> and I hope to be able to decrease the size manually 23:21 <@EastByte> so that's like a challenge 23:22 < WolfAlex> EastByte: empty map is for me 351bytes 23:23 <@EastByte> deen: what do you think, how small can a tw mapfile be? =) 23:23 < WolfAlex> EastByte: grp 0 deleted 23:23 <@EastByte> well 350 bytes then 23:27 <@heinrich5991> hm. 23:27 <@heinrich5991> 36 byte header 23:28 <@heinrich5991> does it actually need any content? 23:29 < eeeee> in any case, as long as all of that stuff fits in one packet i don't really see a reason to care 23:29 <@EastByte> well we can reduce amplification attacks by decreasing the size 23:29 < eeeee> except maybe to reduce amplification 23:29 <@EastByte> heinrich5991: not sure 23:29 < eeeee> ^^ 23:29 <@EastByte> ha! 23:30 <@EastByte> I'm currently trying to find out what is needed for layer/collision init in the client 23:35 <@EastByte> eeeee: btw. there still is the huffman compression and the mapfile contains many zeros 23:36 <@EastByte> not sure how much data actually is left 23:36 <@heinrich5991> huffman compresses these zeroes 8 to 1 23:49 <@EastByte> heinrich5991: well the compressed packet is atleast only half the size