00:18 < ddnet-commits> [ddnet] timgame closed pull request #325: added Kenney_Stones: png by RaiNy, rules by DoNe (master...master) http://git.io/vGbte 00:45 < eeeee> can we have another vanilla server for usa? there's only one and it's full sometimes after all that steam hype 00:49 <@deen> eeeee: sure! 00:50 <@deen> eh, it's running already^^ 00:50 <@deen> i just forgot to add it to the ddnet server list 00:52 < eeeee> kk, thanks 01:13 < Savander> deen, what is "map_version.txt" 01:13 < Savander> in ddnet? 01:13 < Savander> i mean, for what?:p 01:14 < Savander> http://www.savander.pl/img/WRu0D28y7857 01:14 < Savander> 24h 01:40 < Learath2> played 200 mins failed \o/ 02:00 < laxa> deen: nice ddnet on greenlight, who made the trailer viedeo ? 02:00 < Savander> Aoe 10:15 <@deen> ACTom: hi 13:50 < dhkmt> hello, could anyone help me in git? 13:55 < ddnet-commits> [ddnet] Learath2 opened pull request #326: Proposition: Extend the protocol using NETMSG_NULL (master...pr_extendprotocol) http://git.io/vZfLX 13:55 < Learath2> dhkmt: sure ask away 13:58 < dhkmt> i cloned a project from my gitlab account and when i push something it should push it to my account and when i wanna fetch/pull it should do that from another repository on github 13:58 < dhkmt> how i can do this? 14:00 <@heinrich5991> not sure if you can do that automatically like you describe 14:00 < Learath2> well both git pull and git push accept a remote as an argument 14:00 <@heinrich5991> but you can add a remote ^^ 14:00 <@heinrich5991> just like learath2 says, listen to him 14:01 < Learath2> dhkmt: add that other repository as a new remote with "git remote add remotename repositoryurl" 14:01 < Learath2> after that you can pull/fetch with git pull/fetch remotename 14:02 < Learath2> and if you cloned from your own repository origin should already be set so "git push origin branchname" should be fine to push 14:02 < dhkmt> ok and when i fetch/pull it will merge theirs with mine without any big problems? 14:03 < Learath2> you should do your own work on a different branch then master 14:03 < dhkmt> how? 14:03 < dhkmt> i mean.. where's the difference when i keep working on master 14:04 < Learath2> if you keep working on master when you pull from the upstream you will get merge conflicts 14:04 < dhkmt> isnt that right when i wanna fetch the newest version to merge with mine? 14:05 < Learath2> well gives you more flexibility is all ofc you dont have to do it 14:06 < dhkmt> its hard to decide because im not that familiar with git 14:07 < Learath2> and if you work on master your pull requests will no longer be a fast forward 14:07 < Learath2> that depends on ofc if you are contributing to a project 14:13 < dhkmt> its a private project 14:13 < dhkmt> xd? 14:36 <@EastByte> Learath2: the extended protocol msgid unpack should also be on the client side, right? 14:38 <@heinrich5991> EastByte: why don't you comment on github :D it's more persistant there 14:41 <@EastByte> right right^^ 15:27 <@heinrich5991> deen: I think "what does ddnet mean?" is perhaps not a good anti-spam question, it wasn't immediately obvious what you wanted for me.. 15:36 < Learath2> EastByte: yep forgot to commit it 15:38 <@deen> heinrich5991: propose a better question that everyone who played on DDNet/TW knows 15:38 <@heinrich5991> I see, that's a problem :( 15:39 <@heinrich5991> deen: perhaps "what are the characters in the game called (they're looking kirby-like)?" 15:39 <@deen> Maybe something like "What does your tee shoot when you right click?" 15:39 <@deen> at least we only had a single spam post since i added that anti-spam :P 15:40 <@heinrich5991> that's impressive 15:40 <@deen> there's an alternative question "What does TW mean?" 15:43 <@deen> Ok, changed it: 15:43 <@deen> Q: What are the characters in the game called? (They're round and look a bit like kirby) 15:43 <@deen> Possible Answers: tee and tees 15:43 < Sadale> or just T :) 15:44 <@heinrich5991> haven't seen someone call them T so far ^^ 15:47 < Sadale> Tworlds :D 15:47 <@heinrich5991> guenstig_werben: hello 15:47 <@deen> i hope everyone knows that they're called tees =/ 15:48 < guenstig_werben> is some dev here which have time to do a mod with me/other 15:48 <@heinrich5991> the game is called teeworlds after all (?) 15:48 <@deen> the DDNet question was supposed to be super-easy because the answer was right in the logo on the left side 15:48 <@heinrich5991> and you're "nameless tee" 15:48 <@heinrich5991> mh ok 15:48 <@deen> heinrich5991: well, we have 10 year olds in the ddnet forum and not sure if everyone knows that ddnet is a teeworlds mod 15:48 <@deen> or how they call tees in chile 15:49 <@heinrich5991> guenstig_werben: are you that person who posted on teeworlds.com/forum an hour ago or so? :) 15:50 <@heinrich5991> deen: perhaps you could keep the old question and add the new one like this: "what does ddnet mean? (if you don't know that, please answer the following question instead: what are the characters ...)" 15:51 <@heinrich5991> could be too complex though.. 15:51 <@heinrich5991> guenstig_werben: what will your mod be about? 15:53 < guenstig_werben> controlling server networks, balance server, maybe feature new maps, a supervisor. would be nice if it will be used on ddnet. only drawback is, it sticks to Linux. because of performance. 15:53 < guenstig_werben> @heinrich5991 I posted on tw forum 15:54 < guenstig_werben> https://www.teeworlds.com/forum/viewtopic.php?id=11545 15:54 < guenstig_werben> or otherwise a German version on teeworlds-friends.de 15:56 < guenstig_werben> or better said not Linux, it would use Unix domain sockets. that would make running on Windows difficult 16:01 <@EastByte> a supervisor for managing tw server/mods/maps ? 16:02 < guenstig_werben> yes 16:04 < Learath2> heinrich5991: did swap the int for 4 bytes 16:04 < guenstig_werben> original purpose for balancing block server, but it might be interesting for ddnet 16:05 <@EastByte> what do you want to balance? 16:05 < guenstig_werben> mostly player count 16:06 < guenstig_werben> some maps like BlmapNewMvg are really bad with more than 15 player 16:06 <@deen> just set max players to 15? 16:06 < guenstig_werben> others are cool with ~25p 16:07 < guenstig_werben> no... that was like in old days... max 16p. my vision is to dynamically start new server and balance the players 16:07 < Learath2> what do you even mean by balance 16:07 <@heinrich5991> so you want to split the server up into two servers if the player count gets too big? 16:07 <@deen> so players can't choose with whom they play? 16:08 < guenstig_werben> example 16:08 <@deen> they just get auto-balanced on another server? 16:08 < guenstig_werben> of course player can choode 16:08 < guenstig_werben> I thought about doing it with voter 16:08 < will__> hello? 16:09 < guenstig_werben> hi 16:09 < will__> hello? 16:09 < will__> oh 16:09 < will__> well i have a bug 16:09 < guenstig_werben> So at start there will be a vote and it should be ~50:50 16:09 < guenstig_werben> and later example vote menu 16:10 < will__> So if i turn antiping on, and uncheck antiping for players and restart the client, ddnet will not remember that I unchecked antiping for players 16:10 < guenstig_werben> but it's just a suggestion 16:11 < will__> Well thats all 16:11 < will__> I want antiping to exclude players but can't! 16:11 < Learath2> guenstig_werben: well balancing the players require a client side modification 16:12 <@heinrich5991> Learath2: depends on how you do it I guess 16:12 < guenstig_werben> no? 16:12 <@heinrich5991> you could use a proxy that forwards the packets to the right server 16:12 < Learath2> heinrich5991: well either that or the overhead of a proxy 16:12 < guenstig_werben> that's the point why I want to use Unix domain sockets.... you could name it "local proxy" 16:13 <@heinrich5991> yea, but the overhea is not big if you host the reverse-proxied servers on the same machine 16:13 < guenstig_werben> I don't want to use a udp proxy.... that's 1. binding a port which is not in use.... and 2. it's the udp overhead 16:16 <@heinrich5991> I guess the bigger part is implementing the actual proxy (bigger than worrying about which socket type to use for local communication) 16:16 < Learath2> not sure if there is a way to get the client to gracefully switch either 16:17 < guenstig_werben> mmm not sure.... can't you simulate a reload to the client and then send just other data? 16:18 < Learath2> no idea im just speculating 16:18 < Learath2> could probably abuse a map switch 16:18 < guenstig_werben> or if you want to keep player position, just silently add or remove player data 16:18 < guenstig_werben> or let them left "for the client" 16:20 <@heinrich5991> map switch is probably workable 16:21 < Learath2> i guess the proxy would be mostly a pass through up until the point you send a player off to another server 16:22 <@heinrich5991> yes 16:22 <@heinrich5991> the hard part might be the connless communication 16:22 <@heinrich5991> i.e. how do you tell which IP sent the server info request for this answer 16:23 <@EastByte> a map switch is usable for that 16:23 < Learath2> well it would be a serverinfo request for the whole proxy i'd guess 16:23 <@EastByte> whoops didn't scroll down 16:24 < guenstig_werben> what I would suggest, is just an implementation of Unix domain sockets to literally pass the data sent from the clients to the corresponding server and not touching anything.... 16:25 < guenstig_werben> but server info would be handled by the master 16:25 < Learath2> serverinfo is handled by the server the master is just a list of ips 16:25 < guenstig_werben> I mean not that master 16:26 < guenstig_werben> I meant the supervisor as master of his slaves 16:26 <@heinrich5991> ah, yeah 16:26 <@heinrich5991> just passing data on doesn't work, you lose the source IP address if you do that 16:26 < Learath2> well if its okay for all the servers to appear as one thats fine 16:26 < guenstig_werben> and, of course If no one is on a map, not starting it. that would be great for ddnet 16:27 < guenstig_werben> you handle each map as slave and if you vote for a map you join this /and or a new slave with this map 16:28 < guenstig_werben> So each server location has many server which are mostly down because no one playing 16:31 < Learath2> well i'd have n proxies in front of n servers so i can keep the serverinfo requests and also have the capability of moving people around but thats even more overhead :P 16:32 <@heinrich5991> just make one proxy with n sockets :) 16:32 < guenstig_werben> yeah 16:32 < Learath2> or one proxy with n sockets and pretending to be n servers :) 16:32 < guenstig_werben> "virtual server" in front of the real 16:33 < guenstig_werben> I never wanted that explicitly, I would have. suggested a lobby system, but you can do that as well 16:34 <@EastByte> the implementation of such a software is pretty time-consuming 16:34 <@EastByte> I have some similiar project 16:35 < guenstig_werben> sorry, a simple lobby system similar to teleporters 16:36 <@EastByte> so you want to place teleports ingame and let them cause a redirect on a different server? 16:41 < guenstig_werben> In the lobby 16:45 < devnull> bye guenstig_werben 16:45 < devnull> oo 16:45 <@EastByte> yo devnull 16:45 < dhkmt> yo devnull 16:46 <@EastByte> yesterday in Naufrage 3 I went with a ~10 people group and got quite far 16:46 < devnull> ouh nice 16:46 <@EastByte> maybe reached 40% 16:47 < devnull> oh nice 16:47 < devnull> maybe we can try it later 16:47 < devnull> it should be possible 16:47 <@EastByte> well I'm usually the one getting pulled 16:47 < devnull> shut up 16:48 < devnull> thats not true :D 16:48 <@EastByte> yea sometimes I need to rescue failed teammates 16:51 <@EastByte> and if everything goes wrong... TEEBOAT!!! 16:55 < Learath2> its a nice map 16:56 <@deen> EastByte: map still has 64/64 server 16:56 <@deen> !twp deen 16:56 < Nimda> deen is currently playing Naufrage 3 on server : DDNet GER - Brutal [DDraceNetwork]. 16:57 <@deen> CPU % of a single 64 player server is only 13% of one core, that's nice 16:57 <@EastByte> yes, pretty insane 16:57 <@deen> I'm in a 15 player group at 120 min 16:57 <@deen> we merged with multiple other groups along the way 16:59 <@deen> i remember a single 64 player server having 50% of a core, maybe my optimizations helped or this cpu is just stronger 17:15 <@deen> too bad Naufrage 3 wasn't a tournament 17:16 <@deen> testers said the map is too bad =/ 17:20 <@EastByte> hm 19:08 < Nimda> Slime by TyxpekCZ just released on Moderate at 2015-09-06 19:06 19:46 < dhkmt> do anyone have experience with sqlite? 19:54 < dhkmt> nvm, i'll use mysql 20:02 <@heinrich5991> deen: are issues like https://github.com/ddnet/ddnet/issues/328 ok or should I investigate more before posting them? (had a dirty working branch and didn't want to abort it at that time) 20:05 <@deen> heinrich5991: not a big problem, still better to check before 20:05 <@heinrich5991> ok, will check next time 20:09 <@deen> there are a few more warnings if anyone wants to fix them nicely 20:09 <@deen> can easily see them in the nightly build log 20:09 <@deen> http://ddnet.tw/downloads/DDNet-nightly.log 20:19 <@heinrich5991> deen: is that compiled with clang? 20:36 < guenstig_werben> is it right that you are hosting tobiis blockZ and infZ ? 20:57 <@deen> guenstig_werben: right 21:15 < guenstig_werben> is the source code available anywhere, or can I have your server DIR including config and maps? 21:15 <@deen> it's not i think 21:16 < guenstig_werben> hmmm 21:16 < guenstig_werben> and I can't host some as you do 21:16 < guenstig_werben> because someone said "they are down" and wants me to host them.... 21:17 < guenstig_werben> he thinks your server are down... or he cannot access them 21:17 < guenstig_werben> just copy your setup.... would be the easiest 21:25 < guenstig_werben> deen? can't I just copy your setup? 21:26 < devnull> dhkmt 21:26 < devnull> @dhkmt yea, what do you wanna do? 21:27 < dhkmt> devnull: wanna know something about performance.. the database could be very big xd 21:28 < devnull> then use mysql 21:28 < Tobii> guenstig_werben: these mods are not mine 21:28 < devnull> than* 21:31 < dhkmt> i will 21:46 <@deen> guenstig_werben: no, coffee didn't want me to distribute the source code 21:47 < guenstig_werben> Oh... sorry 21:48 < guenstig_werben> but Tobii du bist hier? Was ist mit uddrace? In 2 Monaten 1 commits... 21:48 < guenstig_werben> yeah... coffee I know him 22:00 < guenstig_werben> ah hey tyurderi.... 22:00 < tyurderi> hello 22:01 < tyurderi> o/ 22:07 <@EastByte> !twp wolf 22:07 < Nimda> No wolf found online. 22:08 < WolfAlex> wtf 22:08 < WolfAlex> !twp Krisko 22:08 < Nimda> No Krisko found online. 22:08 < guenstig_werben> !twp 22:08 < Nimda> Usage: !twp 22:09 < WolfAlex> !twp wolf 22:09 < Nimda> No wolf found online. 22:09 < guenstig_werben> !twp deen 22:09 < Nimda> No deen found online. 22:09 < Henningstone> !twp hastenixzutunodawasXD 22:09 < Nimda> No hastenixzutunodawasXD found online. 22:09 < Henningstone> !twp @deen 22:09 < Nimda> No @deen found online. 22:09 < Henningstone> lol 22:24 <@EastByte> !twp wolf 22:24 < Nimda> No wolf found online. 22:38 < WolfAlex> !twp wolf 22:38 < Nimda> No wolf found online. 22:38 < WolfAlex> why -_- 22:39 < Savander> !twp Savander 22:39 < Nimda> Savander is currently playing Slime on server : DDNet GER2 - Moderate [DDraceNetwork]. 22:39 < Savander> :D 22:39 < Henningstone> AH LOL 23:07 <@EastByte> o_be_one: ping 23:08 < WolfAlex> o_be_one: ping 23:23 < Henningstone> !twp Krisko 23:23 < Nimda> Krisko is currently playing Kobra 4 on server : TEERPG:1. 23:23 < Henningstone> AHA!" 23:25 < Savander> !twp Deen 23:25 < Nimda> No Deen found online. 23:25 < Savander> no way! 23:40 < Henningstone> !twp wolf 23:40 < Nimda> wolf is currently playing Kobra 4 on server : TEERPG:1.