02:21 <+bridge> [ddnet] Does anyone know how to add /points to my server? 04:03 <+bridge> [ddnet] You need to get sql storage for ranks working 04:30 <+bridge> [ddnet] I'm not sure how you do it, do you have a tutorial or topic that I can follow? The ones I found are out of date. 04:45 <+bridge> [ddnet] the ones on ddnet forum? 05:08 <+bridge> [ddnet] yea 08:56 <+bridge> [ddnet] I have already compiled ddnet and I added ddnet-server_sql now I do not know how to configure the points that each map will give and etc ... 15:37 <+bridge> [ddnet] Import the ddnet database and you'll see the structure 15:38 <+bridge> [ddnet] record_maps stores map names and the points they give etc. 16:36 <+bridge> [ddnet] servers with more than 32 max player slots arent shown in the browser, if you try to connect using ip you will get an error message with wrong hashes. seems like 0.7 is really not mod friendly 😦 16:37 <+bridge> [ddnet] dont worry, we will make it mod friendly as soon as the ddos problem will be gone 16:38 <+bridge> [ddnet] dont worry, *they* will make it mod friendly as soon as the ddos problem will be gone 16:39 <+bridge> [ddnet] xD? 16:39 <+bridge> [ddnet] Oy isnt going to make anything mod friendly 16:40 <+bridge> [ddnet] @jao why are devs not listed again? 16:41 <+bridge> [ddnet] it was good to see which devs are online, i liked it 16:41 <+bridge> [ddnet] got complaints 16:41 <+bridge> [ddnet] from? 16:41 <+bridge> [ddnet] devs who were pinged 16:42 <+bridge> [ddnet] lol 16:43 <+bridge> [ddnet] anyone here i can talk with updating the master servers 17:00 <+bridge> [ddnet] adding more tunes will also change the hash 18:16 <+bridge> [ddnet] or even editing tunes xd 18:23 <+bridge> [ddnet] Guess im staying on 0.6 then xD 18:36 <+bridge> [ddnet] smart choise 19:26 <+bridge> [ddnet] The Serverlist doesnt show me result, why is that? 19:26 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/502532909161381889/screenshot_2018-10-18_19-24-38.png 19:26 <+bridge> [ddnet] The Serverlist doesnt show me results, why is that? 19:26 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/502532909161381889/screenshot_2018-10-18_19-24-38.png 19:27 <+bridge> [ddnet] Searchbar is empty and no filtering 19:28 <+bridge> [ddnet] Need help, im trying to add tiles to 0.7, so far everythings fine, but it kind of fails, the handletiles function always giving me 0 as a result (using dbg msg) 19:29 <+bridge> [ddnet] if i fix that, i will have freeze xd 19:44 <+bridge> [ddnet] @heinrich5991 did you just finally shut down the servers? 19:45 <+bridge> [ddnet] and maybe make it whitelisted so you guys can work on it much easily 19:52 <+bridge> [ddnet] @Marcel you can talk to all of us 19:52 <+bridge> [ddnet] @heinrich5991 do you happen to know whats going on with the masters 19:59 <+bridge> [ddnet] ddos. ddos everywhere 20:48 <+bridge> [ddnet] so teeworlds server was created as an app which may contains one or more mods at once. There is some questions: why developers don't do more modable GameController virtual methods, which allow other developers to make mods more independently from general teeworlds code? They're already created a methods like ```OnCharacterSpawn```, ```OnCharacterDeath```. Why not to just do somet 21:03 <+bridge> [ddnet] there is a way to control your camera while you are able to more with your tee? would be a nice platforming solution for my ideas of making teeworlds a whole new experience. 21:19 <+bridge> [ddnet] @fokkonaut well the fact that Oy doesn't like modded game.. that would mean he's simply an asshole, You're not really free with an open source game if they are here to stop every edited mods 21:19 <+bridge> [ddnet] y 21:23 <+bridge> [ddnet] @Learath2 I mean with someone who has access to them 21:32 <+bridge> [ddnet] @Marcel I have access to one of them, @heinrich5991 has access to 2 others, here is the best place to talk about it imho 😛 21:52 <+bridge> [ddnet] Oooh 21:53 <+bridge> [ddnet] So what do you think of my idea 21:55 <+bridge> [ddnet] hey, need some help. im in 0.7 and tryin to create custom tiles, so far so good, but the tile will not be "counted" if its index is smaller than 128. everything bigger or equals 128 works fine 21:57 <+bridge> [ddnet] ``` 21:57 <+bridge> [ddnet] int CCollision::GetMapIndex(vec2 Pos) 21:57 <+bridge> [ddnet] { 21:57 <+bridge> [ddnet] int Nx = clamp((int)Pos.x / 32, 0, m_Width - 1); 21:57 <+bridge> [ddnet] int Ny = clamp((int)Pos.y / 32, 0, m_Height - 1); 21:57 <+bridge> [ddnet] int Index = Ny * m_Width + Nx; 21:57 <+bridge> [ddnet] 21:57 <+bridge> [ddnet] return Index; 21:57 <+bridge> [ddnet] } 21:57 <+bridge> [ddnet] ``` 21:57 <+bridge> [ddnet] 21:57 <+bridge> [ddnet] this is the function to get the position in the map. it will later be put into GetTileIndex(). but in this step it fails 21:59 <+bridge> [ddnet] it fails in map initialization 21:59 <+bridge> [ddnet] how to change it? 21:59 <+bridge> [ddnet] there is a check for < 128 reserved for non mod tiles 22:00 <+bridge> [ddnet] u can just remove that check 22:00 <+bridge> [ddnet] where? 😃 22:00 <+bridge> [ddnet] its in collision or smth in 0.6 22:00 <+bridge> [ddnet] dunno for 0.7 22:00 <+bridge> [ddnet] xD 22:00 <+bridge> [ddnet] nice 22:00 <+bridge> [ddnet] ah 22:00 <+bridge> [ddnet] found it 22:00 <+bridge> [ddnet] ^^ 22:00 <+bridge> [ddnet] lol i was looking 3 hours for this mistake Xd 22:00 <+bridge> [ddnet] ```if(Index > 128) 22:00 <+bridge> [ddnet] continue;```` 22:00 <+bridge> [ddnet] ```if(Index > 128) 22:00 <+bridge> [ddnet] continue;``` just remove this? 22:01 <+bridge> [ddnet] probably 22:01 <+bridge> [ddnet] but seems like its other way around than your problem 22:02 <+bridge> [ddnet] search all 128 in that file 22:02 <+bridge> [ddnet] maybe there are more checks 22:03 <+bridge> [ddnet] ` return m_pTiles[Ny*m_Width+Nx].m_Index > 128 ? 0 : m_pTiles[Ny*m_Width+Nx].m_Index; 22:03 <+bridge> [ddnet] ` 22:03 <+bridge> [ddnet] i never used those operators 22:03 <+bridge> [ddnet] would you tell me what i need to remove? 22:03 <+bridge> [ddnet] yeah just return the tile index 22:03 <+bridge> [ddnet] ok 22:04 <+bridge> [ddnet] something went wrong i guess xD 22:04 <+bridge> [ddnet] mh just looked they use flags 22:04 <+bridge> [ddnet] so be carefull 22:05 <+bridge> [ddnet] ye just found that Xd 22:05 <+bridge> [ddnet] okay, freeze successfully implemented 😃 22:06 <+bridge> [ddnet] u can use m_Reserved for your custom tiles 22:06 <+bridge> [ddnet] if reserved is non zero custom, else game tile 22:06 <+bridge> [ddnet] but no need if you dont want 22:06 <+bridge> [ddnet] but that expands your possibilities xD 22:08 <+bridge> [ddnet] i used that for fng2 btw 22:08 <+bridge> [ddnet] https://github.com/Jupeyy/teeworlds-fng2-mod/blob/master/src/game/collision.cpp 22:14 <+bridge> [ddnet] hm what exactly is going wrong when I can't start the generated client/server when I compile in windows? 22:14 <+bridge> [ddnet] https://i.imgur.com/dOTIWIV.png 22:14 <+bridge> [ddnet] and why the hell is the message in german when everything is set to english 22:16 <+bridge> [ddnet] and why the hell is the message in german when everything I use is set to english 22:18 <+bridge> [ddnet] probably wrong stdlibc, i think i switched to mingw64 when i had that xd 22:22 <+bridge> [ddnet] well I'm using mingw there 22:23 <+bridge> [ddnet] @fokkonaut just recode this: 22:23 <+bridge> [ddnet] collision.h 22:23 <+bridge> [ddnet] ```C++ 22:23 <+bridge> [ddnet] void Init(class CLayers *pLayers, bool skip_mod_tiles=true); 22:23 <+bridge> [ddnet] ``` 22:23 <+bridge> [ddnet] 22:23 <+bridge> [ddnet] collision.cpp: 22:23 <+bridge> [ddnet] ```C++ 22:23 <+bridge> [ddnet] ... 22:23 <+bridge> [ddnet] void CCollision::Init(class CLayers *pLayers, bool skip_mod_tiles) 22:23 <+bridge> [ddnet] { 22:23 <+bridge> [ddnet] m_pLayers = pLayers; 22:23 <+bridge> [ddnet] m_Width = m_pLayers->GameLayer()->m_Width; 22:23 <+bridge> [ddnet] m_Height = m_pLayers->GameLayer()->m_Height; 22:23 <+bridge> [ddnet] m_pTiles = static_cast(m_pLayers->Map()->GetData(m_pLayers->GameLayer()->m_Data)); 22:23 <+bridge> [ddnet] 22:23 <+bridge> [ddnet] for(int i = 0; i < m_Width*m_Height; i++) 22:23 <+bridge> [ddnet] { 22:23 <+bridge> [ddnet] int Index = m_pTiles[i].m_Index; 22:23 <+bridge> [ddnet] 22:23 <+bridge> [ddnet] if(Index > 128) 22:23 <+bridge> [ddnet] continue; 22:23 <+bridge> [ddnet] 22:23 <+bridge> [ddnet] switch(Index) 22:23 <+bridge> [ddnet] { 22:23 <+bridge> [ddnet] case TILE_DEATH: 22:23 <+bridge> [ddnet] m_pTiles[i].m_Index = COLFLAG_DEATH; 22:24 <+bridge> [ddnet] break; 22:24 <+bridge> [ddnet] case TILE_SOLID: 22:24 <+bridge> [ddnet] m_pTiles[i].m_Index = COLFLAG_SOLID; 22:24 <+bridge> [ddnet] break; 22:24 <+bridge> [ddnet] mhh look in your msys dirs and mingw dirs there are the dlls, one of them is probs wrong 22:24 <+bridge> [ddnet] @fokkonaut just recode this: 22:24 <+bridge> [ddnet] collision.h 22:24 <+bridge> [ddnet] ```C++ 22:24 <+bridge> [ddnet] void Init(class CLayers *pLayers, bool skip_mod_tiles=true); 22:24 <+bridge> [ddnet] ``` 22:24 <+bridge> [ddnet] 22:24 <+bridge> [ddnet] collision.cpp: 22:24 <+bridge> [ddnet] ```C++ 22:24 <+bridge> [ddnet] ... 22:24 <+bridge> [ddnet] void CCollision::Init(class CLayers *pLayers, bool skip_mod_tiles) 22:24 <+bridge> [ddnet] { 22:24 <+bridge> [ddnet] m_pLayers = pLayers; 22:24 <+bridge> [ddnet] m_Width = m_pLayers->GameLayer()->m_Width; 22:24 <+bridge> [ddnet] m_Height = m_pLayers->GameLayer()->m_Height; 22:24 <+bridge> [ddnet] m_pTiles = static_cast(m_pLayers->Map()->GetData(m_pLayers->GameLayer()->m_Data)); 22:24 <+bridge> [ddnet] 22:24 <+bridge> [ddnet] for(int i = 0; i < m_Width*m_Height; i++) 22:24 <+bridge> [ddnet] { 22:24 <+bridge> [ddnet] int Index = m_pTiles[i].m_Index; 22:24 <+bridge> [ddnet] 22:24 <+bridge> [ddnet] or try static linking 22:24 <+bridge> [ddnet] @chad already found it and made it working, will improve it tomorrow 22:24 <+bridge> [ddnet] (thanks to Jupeyy)