00:00 < Learath2> the game is actually very hard 00:00 <@deen> Sure, but that's why it's fun 00:00 < Learath2> its like a habit for us it seems easy but moving around aint easy at all 00:01 <@deen> I can't even play it when I'm on a 50fps screen and my mouse isn't moving 100% well 00:01 < Learath2> yeah i feel weird with a different mouse and stuff 00:02 <@deen> but i always liked hard games, you can play them for years and keep improving and don't get bored 00:02 < Learath2> anyways i invited like 5 of me friends and only one is playing decent and that one can only play aip gores 00:04 < Learath2> well easy games aint fun 00:39 < eeeee> deen: sounds like you'd enjoy the original xcom then, why don't you play it? 00:39 <@deen> I'm playing too much already :P 00:40 < eeeee> hm yeah guess thats a valid point 00:53 < ochristi> meh can't we just play stupid attackers 01:46 < eeeee> looks like someone is already playing stupid attackers 02:01 < ochristi> hehe, the fun with ambiguity 02:21 < eeeee> lvrg the comma next time :P 11:10 < Savander> deen, who organizing maps for race? 12:05 < Nimda> The Tower by Jeet just released on Ddmax at 2015-07-10 12:00 12:05 < Nimda> Stamina by Ion just released on Ddmax at 2015-07-10 12:00 12:05 < Nimda> Standby by Zerodin just released on Ddmax at 2015-07-10 12:00 12:05 < Nimda> Steff III peace by Tsin just released on Ddmax at 2015-07-10 12:00 12:05 < Nimda> Steff I beginning by Tsin just released on Ddmax at 2015-07-10 12:00 13:18 <@deen> Savander: Index, Welf, aaa and Sorah I think 13:22 <@deen> Savander: Also, I hope Tsin won't be too mad that we released his maps 13:23 < Learath2> deen: but but but ddmax is coming back didnt you hear ? 13:23 <@heinrich5991> Learath2: is it? 13:24 < Learath2> http://ddmaxforum.noother.net/viewtopic.php?f=25&t=954&sid=ac07244b2aa2ea7824628427ec039a69 13:24 <@deen> Learath2: I've been hearing promised new features of ddmax even before ddnet started 13:24 < Learath2> ddmax has been coming back since 2012 13:25 < Learath2> and tsin tried to talk me into coding stuff for ddmax for weeks before it died :P 13:25 <@heinrich5991> well, managing projects is hard 13:25 <@heinrich5991> like really hard 13:25 <@heinrich5991> deen and GreYFoX managed to do it 13:26 <@heinrich5991> I definitely haven't managed to do so yet 13:26 <@deen> I think Tsin did well for the time DDmaX was up 13:26 <@deen> He did a lot of testing and DDmaX was popular 13:26 <@heinrich5991> I didn't interact with ddmax a lot, so I don't know 13:26 < Learath2> Greyfox also did well but it took way too much time for him 13:27 <@heinrich5991> I doubt it's not also taking too much time from deen tbh 13:27 <@deen> DDmaX had the main European DDRace community 13:27 < Learath2> it obv is taking too much time from deen he is always around even 13:33 < Savander> Tsin shouldn't be mad 13:33 < Savander> i guess 13:33 <@deen> Savander: well, he was mad the last time we discussed releasing one of his maps 13:33 < Savander> you mean, his own? 13:33 <@deen> yes 13:33 <@deen> but haven 13:34 <@deen> 't heard from him since then 13:34 < Savander> ah, it's another point 13:34 < Savander> i thought about all maps from ddmax 13:34 <@deen> yeah, he's mad about that too 13:35 < Savander> "I truly wonder.... Who the fuck told you all that project is dead ? =] I must admit that I don't have any plans to post anything about closed beta(tooo bugy - not rdy - comebackzorlaterzorokploxthxcu) of new ddmax in april but june and july are such nice months ^^." 13:35 < Savander> 10 July 13:36 < Savander> i don't believe, that will start soon... 13:37 < Learath2> deen: is nim okay with circular dependency ? 13:37 <@deen> the main problem are the ddos attacks currently. if he didn't have this nice ddos protection, we would've been down 15 times yesterday 13:37 <@deen> Learath2: nope 13:37 < Savander> that's why ddmax 13:38 < Learath2> mmh so ill have to seperate the shared functions into another module then 13:38 <@deen> Learath2: it's considered a sign of bad design and you're supposed to avoid it, but there are a few tricks to make it work 13:38 < Savander> went down 13:38 < Learath2> well plugins need some functions to interact with the bot and the bot needs some functions on the plugins to interact with them 13:38 <@deen> maybe forward declarations can help 13:39 <@heinrich5991> can you provide a interface that modules have to conform to? 13:39 <@heinrich5991> then the bot only implicitely depends on the modules 13:40 < Learath2> hmm no idea how to facilitate that in nim 13:40 < Learath2> must dig in the manual :P 13:40 <@heinrich5991> neither do I, just giving programming-language agnostic advice 13:40 < Learath2> yep thats a nice idea 13:53 < Learath2> heinrich5991: what do you mean by only implicetly depends on the modules ? 13:53 <@heinrich5991> well, you define an interface, like in c++ by declaring and abstrace base class that modules are supposed to derive from 13:53 <@heinrich5991> like 13:55 <@heinrich5991> class IModule { virtual int OnInit(Bot &bot) = 0; virtual int OnMessage(const Message &message) = 0; } 13:55 <@heinrich5991> then in the bot class make a RegisterModule function that takes a pointer to that abstract interface, and adds it to the list of modules 13:56 <@heinrich5991> afk food 13:57 <@EastByte> nicely doable in nim 13:57 < Learath2> a nice reason to read the second part of the tutorial which starts with oop 14:06 < laxadedi> https://github.com/jlevy/the-art-of-command-line/blob/master/README.md 14:08 <@EastByte> explain pls 14:22 <@EastByte> Learath2: might looks like this https://gist.github.com/east/ec46c0219d24a319a328 14:23 <@EastByte> then you can make a plugin list like: plugins: seq[PluginInterface] = @[CoolPlugin(), ...] 14:25 < Savander> deen, race will be on clear Race mod or on your modification? 14:26 <@deen> Savander: on ddnet, but restricted to race features. i converted the old race maps to ddnet 14:27 < Savander> a name? 14:27 < Savander> of mod 14:27 < Savander> DDraceNetwork 14:27 <@deen> yes 14:27 < Savander> or RaceNetwork? ahha 14:27 <@heinrich5991> deen: have you converted the speedup layer too? 14:28 <@deen> i don't think so 14:28 <@EastByte> speedup layer no race? 14:28 <@deen> but our testers are testing the maps, so I hope they work 14:28 <@EastByte> on* 14:28 <@deen> yeah, haven't seen any speedupss 14:28 < Savander> on race 14:28 < Savander> no 14:28 <@heinrich5991> ddrace and race use different formats for speedups 14:28 < Savander> heinrich5991, race has speedups? 14:28 <@heinrich5991> yes 14:29 < Savander> i never seen any 14:29 <@heinrich5991> a speedup layer 14:29 <@heinrich5991> in particular that's where ddrace got its speedup/teleport layer from 14:29 <@EastByte> you spend too much time on analysing map formats 14:29 <@heinrich5991> :) 14:29 <@EastByte> :P 14:29 < Savander> hm 14:29 < Savander> btw 14:29 <@deen> This is what I did, just stopper tiles: https://github.com/def-/ddnet/blob/DDRace64/src/game/editor/io.cpp#L847-L873 14:30 <@heinrich5991> if there were no speedups then it'll be fine 14:30 <@deen> I hope the testers actually test the maps 14:30 <@deen> so they would notice 14:31 < Savander> grenades disappear after death? 14:31 < Savander> deen, ? 14:31 < Savander> it's important feature on race d 14:31 < Savander> :P 14:31 <@deen> no, i consider that a cheat 14:31 <@deen> :P 14:31 <@heinrich5991> what? 14:32 <@deen> ehm, they disappear* 14:32 <@heinrich5991> you consider it a cheat that grenades disappear on death? 14:32 <@deen> nono, the other way around 14:32 <@deen> that they don't disappear 14:32 <@heinrich5991> ah, just like in race 14:32 <@deen> in race mod 14:32 <@heinrich5991> they disappear 14:32 <@heinrich5991> when was the last time you played race? :P 14:33 < Savander> but 14:33 < Savander> meh. 14:33 < Savander> on race it was standard 14:33 < Savander> if i understand, grenades disappear 14:33 <@deen> i never played race 14:33 <@heinrich5991> in ddnet grenades disappear. in teerace grenades disappear. no difference. 14:33 < Savander> i was racer 14:33 <@deen> heinrich5991: ok, good 14:34 < Savander> 4 years on race 14:34 <@deen> because i saw race videos on YT and they use grenade + kill to get more speed at start 14:34 < Savander> ye, and every speedracer 14:34 < Savander> do it xd 14:34 < Savander> very often 3+ grenades at start 14:35 <@deen> not going to happen on ddnet, Savander, we will see how players will like that 14:36 < Savander> old racer will mad 14:36 < Savander> will be * 14:44 < Savander> which tiles will be enable for race? 14:44 <@deen> the ones that race had? 14:45 < Savander> how people will know, which they can use?D: 14:45 <@deen> for a start we're releasing old maps, so no need to know 14:46 < Savander> later? 14:47 <@deen> later we will see if we even keep the race server 14:47 <@deen> and then someone can write some explanation about what race maps are 14:48 < Savander> or switch mapress in editor 14:49 <@deen> does anyone know how i can enable/disable a bam config value like "bam config websockets=false" but for "bam config freetype.use_ftconfig=false"? 14:52 <@heinrich5991> deen: if in doubt, edit config.lua directly 14:53 <@deen> heinrich5991: hm, but somewhow i want to give users the choice whether to use pkg-config for opus and curl or use the bundled one we have with DDNet clint 14:54 <@heinrich5991> is there a reason to prefer the latter if the former is available? 14:54 <@heinrich5991> compatiblity concerns? 14:54 <@deen> by default pkg-config will be used, but yes, could be incompatible versions 14:55 <@deen> aaaand i need to select the bundled one for static builds of the release versions 14:55 <@heinrich5991> ah 14:55 <@deen> i guess people who compile themselves want to use their system libs 14:56 <@heinrich5991> and it works for websockets? 14:56 < Savander> http://www.savander.pl/img/DyYJDOKU9156.jpg old entites.png 14:56 <@deen> for websockets it's a bit weird, because that's just a config string that only the user can set 14:57 <@deen> heinrich5991: but for curl and opus i use the module thing that's also used for freetype and sdl2 14:59 <@deen> hi BeaR_. have any experience with bam? 14:59 < BeaR_> hey 14:59 < BeaR_> a bit 14:59 < BeaR_> (using it for some projects) 14:59 <@deen> great timing! 15:00 <@deen> BeaR_: http://ddnet.tw/irc.txt 15:01 < BeaR_> this config stuff isn't part of bam actually 15:01 < BeaR_> https://github.com/teeworlds/teeworlds/blob/master/configure.lua 15:01 < BeaR_> so I doubt bam will be able to do this 15:03 <@deen> meh, then I'll just hack it in 15:03 <@deen> similar to the websockets one 15:09 <@deen> ha, got it working =) 15:33 <@deen> There we go: 15:33 < ddnet-commits> [ddnet] def- pushed 1 new commit to DDRace64: http://git.io/vqQD0 15:33 < ddnet-commits> ddnet/DDRace64 0df6866 def: Enable support to use pkg-config for curl, opusfile, opus and ogg... 15:49 < ddnet-commits> [ddnet] def- pushed 1 new commit to DDRace64: http://git.io/vqQbT 15:49 < ddnet-commits> ddnet/DDRace64 5c1ce6c def: Fix linux x86 16:06 <@deen> eeeee: can you give me a way to run apt-get on GER2? I think I found a nice way to save RAM on all servers, but need to install a few packages 16:15 < BeaR_> hm so it's possible to set variables of the lua script via commandline? 16:18 < BeaR_> nvm, via scriptargs 16:56 < ddnet-commits> [ddnet] def- pushed 1 new commit to DDRace64: http://git.io/vq74H 16:56 < ddnet-commits> ddnet/DDRace64 e163f9f def: Add support for compiling mysql with dynlibs thanks to mysql_config 17:01 < o_be_one> supp' bros 17:01 < o_be_one> deen: can i know more about what you are talking? 17:02 <@deen> what? 17:15 <@deen> Gotten the ddnet server binary with mysql down from 19 MB to 700 KB, now I hope that this has an effect on memory usage 17:15 <@deen> might make more sense to dynamically link on the official servers 17:18 < Learath2> huh how would that effect memory usage ? 17:21 <@deen> when you don't have to load in all the 19 MB binaries, but maybe it doesn't have an effect 17:22 < Learath2> oh yep should have an effect 17:22 < Learath2> iirc it does load the entire binary in memory 17:22 <@deen> it's worth a try anyway^^ 17:22 <@deen> never liked 19 MB binaries 17:25 < o_be_one> deen: omg thats awesome, good work :o 17:26 <@deen> well, there was a good reason that it statically linked the libs before, they're a pain to install and depend on 17:33 < ddnet-commits> [ddnet] def- pushed 1 new commit to DDRace64: http://git.io/vq7PR 17:33 < ddnet-commits> ddnet/DDRace64 552446b def: Apply sql settings at right position 17:42 < ddnet-commits> [ddnet] def- pushed 1 new commit to DDRace64: http://git.io/vq7Do 17:42 < ddnet-commits> ddnet/DDRace64 60d035c def: Fix mysql arch x86 17:55 < Nimda> Adragaline by Silex just released on Brutal at 2015-07-10 17:51 18:41 < laxa> Yup, it is supposed to load the whole code in memory, so it's 19MB of more memory :p 19:38 < eeeee> deen: don't you have sudo? 19:39 < eeeee> oh nvm 19:45 < eeeee> should work now 19:58 <@heinrich5991> deen: you here? 20:10 <@deen> heinrich5991: yes 20:10 <@deen> eeeee: thanks 20:18 <@heinrich5991> deen: I had an idea for the configs 20:19 <@deen> works fine for my use case already, how would you improve it? 20:19 <@heinrich5991> it works fine for your use case right now, but it doesn't for mine, so I thought I could keep your work flow and improve it so it works for mine too 20:19 <@heinrich5991> the idea was to check if a map config is present, and if so, replace the current map's internals config with the config file and send it together with the map to the client 20:20 <@deen> oh, those configs, not bam config^^ 20:20 <@heinrich5991> ^^ 20:20 <@heinrich5991> yes 20:20 <@deen> so if we change the config the whole map has to be retransferred? 20:20 <@heinrich5991> yes 20:21 <@heinrich5991> basically like changing a single tile 20:21 <@heinrich5991> unless you're changing it while the map is loaded 20:21 <@heinrich5991> i.e. if the map is currently on the server, clients aren't disconnected 20:22 <@heinrich5991> so it works the same as before, mostly 20:22 <@heinrich5991> except that you can put the map into a arbitrary ddnet server afterwards 20:23 <@deen> i really don't think the server should overwrite map files 20:23 <@heinrich5991> that should be done just in the server memory 20:23 <@heinrich5991> i.e. where the map resides anyway due to map download 20:24 <@heinrich5991> *for the map download 20:26 <@deen> hm 20:26 <@deen> for the solo server we have sv_solo_server 1 set, but it's not in any map config 20:26 <@deen> but it's clearly necessary to play the map 20:26 <@heinrich5991> mh. I saw it in some config 20:27 <@deen> maybe some mapper added it, but it's not necessary 20:27 <@heinrich5991> ah yea, just 2 20:28 <@deen> so what happens if a mapper tests their own map with a config 20:28 <@deen> then they download it from the testserver, now the config is also embedded in the map 20:28 <@deen> and they keep editing that map 20:28 <@deen> which config runs then? 20:28 <@heinrich5991> if a config file is present, only that is run 20:28 <@heinrich5991> and embedded into the map 20:29 <@heinrich5991> if no config file is present, but inside the map there is, then the internal config is used 20:29 <@deen> i guess that's ok 20:29 <@deen> can't think of anything that would terribly break 20:29 <@heinrich5991> that's nice to hear 20:29 <@deen> except that maps will have to be downloaded a bit more often 20:29 <@heinrich5991> yea :/ 20:29 <@deen> i think eeeee wanted to go in the opposite direction 20:30 <@deen> split the map up into the mapres and download them separately 20:30 <@deen> because most maps share the same mapres 20:31 <@deen> what i really don't want is a config text editor inside the editor 20:31 <@deen> because that would be terrible to use 20:31 <@deen> also, some people may think their server is doing something wrong when they check the checksum of their map and the server sends another one 20:32 <@deen> and another problem, we have 2 map configs for each map 20:32 <@deen> one is the actually important stuff that ends up in the ddnet-maps repo 20:33 <@deen> the other look like this: http://ddnet.tw/skynet1.map.cfg 20:33 <@deen> just some information about the map for sv_motd 20:33 < eeeee> i think fetching mapres from http in the client would actually be pretty easy to do, the harder part would be managing the mess on the server 20:33 <@deen> and that changes all the time of course, which would be terrible 20:33 < eeeee> extracting and versioning mapres from all the maps 22:11 <@heinrich5991> eeeee: what is the idea? extracting sounds and images from the maps and send them separately? 22:12 < ddnet-commits> [ddnet] def- pushed 1 new commit to DDRace64: http://git.io/vqdKN 22:12 < ddnet-commits> ddnet/DDRace64 242f47e def: Fix statboard a bit more! 22:27 < ddnet-commits> [ddnet] def- pushed 1 new commit to DDRace64: http://git.io/vqdDT 22:27 < ddnet-commits> ddnet/DDRace64 76e4ca1 def: Sort players in scoreboard by name too 22:30 <@deen> I think it's funny that you think I spend too much time working on DDNet. Most people tell me that I'm lazy, never do anything for DDNet and just take credit for the work of others. 22:58 < laxa> Too lazy to read everything, who is saying you are working too much on DDNet ? 23:00 <@deen> 13:26 < Learath2> Greyfox also did well but it took way too much time for him 23:00 <@deen> 13:27 <@heinrich5991> I doubt it's not also taking too much time from deen tbh 23:00 <@deen> 13:27 < Learath2> it obv is taking too much time from deen he is always around even 23:01 < laxa> How do you feel about the time you spend on ddnet ? 23:08 < eeeee> "never do anything for DDNet and just take credit for the work" <- sounds like Tsin talk 23:11 < eeeee> heinrich5991: yes. teewebs already fetches the external mapres for maps from http ondemand, so if you convert the maps to externalize all embedded mapres it'll just work. and coz it works in teewebs i think it should be easy to adapt to the desktop client. 23:25 < laxa> Funny 23:25 < laxa> A german guy came on TS and asked if I needed a "TeamSpeak developper" 23:35 < Nimda> Adrenaline 4.2 by Silex just released on Brutal at 2015-07-10 23:30 23:35 < Nimda> Adrenaline 4.1 by Silex just released on Brutal at 2015-07-10 23:30 23:35 <@deen> ^ Adrenaline 4 was too long