00:22 <+bridge> [ddnet] ooookay, there is something really weird going on ._. 00:22 <+bridge> [ddnet] I have a function which sends its parameters through like 3 other functions to then return a chat message. if i compile in x64-release it works fine, if i compile in x64-debug it just doesnt show the message. i get the chat msg sound, but also in console is nothing. (if i place a debug message i can see its working :)) 00:24 <+bridge> [ddnet] and another thing: i have a const char* function, which will return a char array. inside of it, i recall this function which another parameter. the complete char array is working if i place a debugmsg, but when i want to return it, the other function doesnt show anything :( 00:25 <+bridge> [ddnet] you should show code 00:34 <+bridge> [ddnet] ddracecommands.cpp: 00:34 <+bridge> [ddnet] `pChr->HookPower(Power, -1, false);` 00:34 <+bridge> [ddnet] leads to character.cpp: 00:34 <+bridge> [ddnet] `GameServer()->SendExtraMessage(HOOK_POWER, m_pPlayer->GetCID(), false, FromID, Silent, Extra);` 00:34 <+bridge> [ddnet] leads to gamecontext: 00:34 <+bridge> [ddnet] `SendChatTarget(ToID, CreateExtraMessage(Extra, Remove, FromID, ToID, HookPower));` 00:34 <+bridge> [ddnet] inside of CreateExtraMessage() is this: 00:34 <+bridge> [ddnet] `str_format(aItem, sizeof(aItem), "%s",, GetExtraName(Extra, HookPower)); return aItem;` 00:34 <+bridge> [ddnet] in GetExtraName() is this: 00:34 <+bridge> [ddnet] ``` 00:34 <+bridge> [ddnet] switch (Extra) 00:34 <+bridge> [ddnet] { 00:34 <+bridge> [ddnet] case HOOK_NORMAL: 00:35 <+bridge> [ddnet] return "Normal"; 00:35 <+bridge> [ddnet] case RAINBOW: 00:35 <+bridge> [ddnet] return "RAINBOW"; 00:35 <+bridge> [ddnet] case HOOK_POWER: 00:35 <+bridge> [ddnet] { 00:35 <+bridge> [ddnet] char Power[32]; 00:35 <+bridge> [ddnet] str_format(Power, sizeof(Power), "%s Hook", GetExtraName(HookPower)); 00:35 <+bridge> [ddnet] return Power; 00:35 <+bridge> [ddnet] } 00:35 <+bridge> [ddnet] } 00:35 <+bridge> [ddnet] ``` 00:35 <+bridge> [ddnet] so, the reason why i send it through so many functions is because there are so many Extras here. 00:35 <+bridge> [ddnet] if i place a dbg message over `return Power`, it shows the correct string but when i place it over `return aItem` it shows nothing. 00:35 <+bridge> [ddnet] 00:35 <+bridge> [ddnet] about the second thing: dbg_msg over `return aItem` shows the item string, but not in x64-debug 00:35 <+bridge> [ddnet] SORRY IRC <3 00:36 <+bridge> [ddnet] fokkonaut why do you not use a paste service 00:36 <+bridge> [ddnet] i did 00:36 <+bridge> [ddnet] lol 00:36 <+bridge> [ddnet] you didn't 00:39 <+bridge> [ddnet] from here: https://github.com/fokkonaut/BlockDDrace/blob/master/src/game/server/ddracecommands.cpp#L408 00:39 <+bridge> [ddnet] 00:39 <+bridge> [ddnet] to here: 00:39 <+bridge> [ddnet] https://github.com/fokkonaut/BlockDDrace/blob/master/src/game/server/entities/character.cpp#L3359 00:39 <+bridge> [ddnet] 00:39 <+bridge> [ddnet] to here: 00:39 <+bridge> [ddnet] https://github.com/fokkonaut/BlockDDrace/blob/master/src/game/server/gamecontext.cpp#L4026 00:39 <+bridge> [ddnet] 00:39 <+bridge> [ddnet] to here: 00:39 <+bridge> [ddnet] https://github.com/fokkonaut/BlockDDrace/blob/master/src/game/server/gamecontext.cpp#L4045 00:39 <+bridge> [ddnet] 00:39 <+bridge> [ddnet] to here: 00:39 <+bridge> [ddnet] https://github.com/fokkonaut/BlockDDrace/blob/master/src/game/server/gamecontext.cpp#L4139 00:41 <+bridge> [ddnet] for my 2nd thing: placing a dbg_msg here, will show the correct message, but in x64-release it wont appear in char: 00:42 <+bridge> [ddnet] https://github.com/fokkonaut/BlockDDrace/blob/master/src/game/server/gamecontext.cpp#L4095 00:42 <+bridge> [ddnet] for the 1st problem: 00:42 <+bridge> [ddnet] placing one here shows the correct string, but after it returned it it shows nothing: 00:42 <+bridge> [ddnet] https://github.com/fokkonaut/BlockDDrace/blob/master/src/game/server/gamecontext.cpp#L4142 01:17 <+bridge> [ddnet] really weird, it works like this: 01:17 <+bridge> [ddnet] ``` 01:17 <+bridge> [ddnet] char aTemp[32]; 01:17 <+bridge> [ddnet] str_copy(aTemp, GetExtraName(Extra, HookPower), sizeof(aItem)); 01:17 <+bridge> [ddnet] str_format(aItem, sizeof(aItem), "%s%s", aInfinite, aTemp); 01:17 <+bridge> [ddnet] ``` 01:17 <+bridge> [ddnet] but not like this: 01:17 <+bridge> [ddnet] ``` 01:17 <+bridge> [ddnet] str_format(aItem, sizeof(aItem), "%s%s", aInfinite, GetExtraName(Extra, HookPower)); 01:17 <+bridge> [ddnet] ``` 13:04 <+bridge> [ddnet] hello all how conFig if city Mod linux have 13:04 <+bridge> [ddnet] ? 13:09 <+bridge> [ddnet] Somebody is config if city has it 13:09 <+bridge> [ddnet] Somebody is config if city has it 13:09 <+bridge> [ddnet] Somebody is config if city has it 13:09 <+bridge> [ddnet] Somebody is config if city has it 13:20 <+bridge> [ddnet] if city is a closed source mod, stop spamming ddnet dev channel 13:23 <+bridge> [ddnet] can you give me ddnet dev chanel 13:23 <+bridge> [ddnet] ? 13:23 <+bridge> [ddnet] LOL 13:26 <+bridge> [ddnet] hello all how have grmammar 14:45 <+bridge> [ddnet] AAAAAAAAAAAAAAAAAAAAAAAAA 7.3 ON FREEBSD 14:45 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/570228818179129344/image0.png 14:45 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/570228818883641344/image1.png 15:32 <+bridge> [ddnet] Why does my lan server start to heavily lag if i connect more than 170-175 serverside dummies in x64-debug? in release mode its just fine 15:53 <+bridge> [ddnet] Because lan server ask more from your pc? 15:54 <+bridge> [ddnet] lol read again 15:54 <+bridge> [ddnet] its only in debug mode 16:33 <+bridge> [ddnet] @fokkonaut you shouldnt underestimate how much optimizations can improve performance 😄 16:34 <+bridge> [ddnet] What do you mean? :D 16:34 <+bridge> [ddnet] ebug mode doesnt optimize 16:34 <+bridge> [ddnet] release mode runs much faster 16:34 <+bridge> [ddnet] o.o 16:34 <+bridge> [ddnet] ok makes sense 16:35 <+bridge> [ddnet] but still its sad that it lags in debug mode because now you cant run the main servers in debug mode 16:35 <+bridge> [ddnet] im sure there must be a way to optimize it for debug as well 16:35 <+bridge> [ddnet] well i doubt it laggs for 64 players, does it? 16:36 <+bridge> [ddnet] the problem is probably that debug mode doesnt optimize loops and things like that where 175 entities actually means more than double of required performance 16:37 <+bridge> [ddnet] maybe there are some ugly nested loops whrere its qudaruples 16:37 <+bridge> [ddnet] im not sure if there is a nice tool too see in what parts of the code is most time spend 16:38 <+bridge> [ddnet] there is, but the question is, is it worth it to optimize the code, or will the compiler optimize the code anyway 16:40 <+bridge> [ddnet] it probably will but as i said it is nice when debug mode runs fine to have it in production 16:40 <+bridge> [ddnet] i mean for teeworlds u should always optimize the code xDD it has still so much potiencial for performance 16:40 <+bridge> [ddnet] Why can i only see them as ghosts? 16:40 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/570257651565592576/Teeworlds_bug.png 16:40 <+bridge> [ddnet] same team? 16:40 <+bridge> [ddnet] not solo? 16:40 <+bridge> [ddnet] no speccing 16:40 <+bridge> [ddnet] ah 16:41 <+bridge> [ddnet] in solo everything is fine 16:41 <+bridge> [ddnet] showothers? 16:41 <+bridge> [ddnet] so tehy are in a team? 16:41 <+bridge> [ddnet] yes 16:41 <+bridge> [ddnet] ya that makes sense 16:41 <+bridge> [ddnet] cl_show_others_alpha 16:41 <+bridge> [ddnet] y 16:41 <+bridge> [ddnet] u were faster @Jupstar ✪ -.- 16:41 <+bridge> [ddnet] @Ryozuki 16:41 <+bridge> [ddnet] dont think so fokko 16:41 <+bridge> [ddnet] im not in debug mode @ChillerDragon ;D 16:42 <+bridge> [ddnet] lol 16:42 <+bridge> [ddnet] i know that setting, but before i saw them clear while i was in spec 16:42 <+bridge> [ddnet] so you are in spec? XD 16:42 <+bridge> [ddnet] try the setting 16:42 <+bridge> [ddnet] yes 16:42 <+bridge> [ddnet] doesnt it help? 16:42 <+bridge> [ddnet] then it really might be related to ryos change 16:42 <+bridge> [ddnet] ye its a bug 16:42 <+bridge> [ddnet] ITS A FEATURE 16:42 <+bridge> [ddnet] team and spec sucks anyways :p 16:42 <+bridge> [ddnet] Feature indeed 16:43 <+bridge> [ddnet] more than double :monkaS: 16:43 <+bridge> [ddnet] how do u show fps 16:43 <+bridge> [ddnet] cl_Showfps 16:43 <+bridge> [ddnet] cl_showfps 16:43 <+bridge> [ddnet] cl_showfps 16:43 <+bridge> [ddnet] bois try to use tab in console 16:43 <+bridge> [ddnet] cl_showpred 1 to show ping 16:43 <+bridge> [ddnet] it recommends and autocompletes everythign u need 16:43 <+bridge> [ddnet] dont forget the 1 16:43 <+bridge> [ddnet] nobody uses the console 16:44 <+bridge> [ddnet] lol everybody does? 16:44 <+bridge> [ddnet] uhm should? 16:44 <+bridge> [ddnet] i did it for ever 16:44 <+bridge> [ddnet] ur not being realistic 16:44 <+bridge> [ddnet] ppl might open it once 16:44 <+bridge> [ddnet] to change 1 thing 16:44 <+bridge> [ddnet] but they dont use it 16:44 <+bridge> [ddnet] its best 16:44 <+bridge> [ddnet] idc 16:44 <+bridge> [ddnet] -.- 16:57 <+bridge> [ddnet] Can one of you take a look at my color pr? 16:58 <+bridge> [ddnet] pushy! 16:58 <+bridge> [ddnet] looks liek build failed o.O 16:59 <+bridge> [ddnet] why is abs() overloaded -.- 16:59 <+bridge> [ddnet] seems like some classical maths.h double include what every thingy 17:00 <+bridge> [ddnet] lol GetColorV3 and V4 are both HslToRgb ? 17:01 <+bridge> [ddnet] ah ye one is 3 demensional vector and other one 4 i see the name makes sense xd 17:02 <+bridge> [ddnet] It was all so weird 17:02 <+bridge> [ddnet] some normalized, some not, there were like 3 copies of hsltorgb 17:03 <+bridge> [ddnet] since this color.h looks pretty excluded from the src im sure it wont be too much effort to setup tests for it 17:03 <+bridge> [ddnet] I have a couple in mind, but I couldn't get HslToRgb and RgbToHsl to completely agree :/ 17:04 <+bridge> [ddnet] It's within 0.01% but not exact, I guess that's a result of floating point math 17:04 <+bridge> [ddnet] floats suck -.- 17:04 <+bridge> [ddnet] cant we replace it with int? 17:04 <+bridge> [ddnet] yeah I'm not a huge fan either of the way they work, but they are all we have 😛 17:05 <+bridge> [ddnet] HSL is bi-conical space, rgb is cartesian, the conversion is a geometric one so it involves math that needs to be quite precise 17:06 <+bridge> [ddnet] you could use fixed point arithmetic I guess, but floats are good enough in this case 17:06 <+bridge> [ddnet] https://github.com/ddnet/ddnet/pull/1654/files#diff-4767dc694becb1f7e4a07ed2b9f4cfcbR594 17:06 <+bridge> [ddnet] there is no f 17:06 <+bridge> [ddnet] 1.0f 17:06 <+bridge> [ddnet] !!!!!!!!!!!!!! 17:06 <+bridge> [ddnet] eagle eye jao 17:07 <+bridge> [ddnet] yeah wtf jao 😛 17:07 <+bridge> [ddnet] any ideas regarding the abs() compile error? 17:07 <+bridge> [ddnet] ah nvm 17:07 <+bridge> [ddnet] fixed already 17:08 <+bridge> [ddnet] the thing is 17:08 <+bridge> [ddnet] opengl uses floating color 17:08 <+bridge> [ddnet] maybe u can use ints with normalize but idk 17:08 <+bridge> [ddnet] any idea why i cant join ddnet++ (based on ddnet 9.0.2) with vanilla 0.6.5 even tho i cherry picked https://github.com/DDNetPP/DDNetPP/commit/7cbfbb01e65a8a33c7a669b4daf33d896aa1c7d2 17:08 <+bridge> [ddnet] ddnet++ boo 17:08 <+bridge> [ddnet] xd 17:09 <+bridge> [ddnet] no one cares about it xd 17:09 <+bridge> [ddnet] wym? 17:09 <+bridge> [ddnet] i guess its related to anti spoof 17:09 <+bridge> [ddnet] that vanilla 0.6.5 wont join old ddnets 17:10 <+bridge> [ddnet] did you merge the 0.6.5 fixes? i think heinrich changed the connect packet 17:10 <+bridge> [ddnet] no only the commit i sent 17:10 <+bridge> [ddnet] also why is your ddnet++ not a fork of ddnet/ddnet ...? 17:10 <+bridge> [ddnet] which one is missing? 17:10 <+bridge> [ddnet] they dont even use cmake 17:11 <+bridge> [ddnet] it was created 2015 i didnt even know what git is 17:11 <+bridge> [ddnet] It's almost as infuriating as ddnet/ddnet not being a fork of teeworlds/teeworlds 😛 17:11 <+bridge> [ddnet] lol 17:11 <+bridge> [ddnet] no thats fine 17:11 <+bridge> [ddnet] ddnet is ddnet 17:11 <+bridge> [ddnet] it has commit history tho doesnt it? 17:11 <+bridge> [ddnet] yeah, but makes pull requests harder across repo 17:11 <+bridge> [ddnet] was ddrace a fork of vanilla`? 17:12 <+bridge> [ddnet] iirc 17:12 <+bridge> [ddnet] ddnet is a fork of ddrace64 iirc which is a fork of ddrace16 17:12 <+bridge> [ddnet] or smth weird 17:12 <+bridge> [ddnet] ya i also dislike it that ddnet++ is no fork but its years too late 17:12 <+bridge> [ddnet] ddrace16 xd 17:12 <+bridge> [ddnet] wtf 17:13 <+bridge> [ddnet] teeworlds has even weirder forking than linux xd 17:13 <+bridge> [ddnet] ddnet should be a fork of eeeee's ddraceN or ddrace64 yeah 17:13 <+bridge> [ddnet] iDebian64++ 17:14 <+bridge> [ddnet] so @Learath2 do you know how i can find heinrichs commit -.- 17:14 <+bridge> [ddnet] any string to search for or commit hash 17:15 <+bridge> [ddnet] https://github.com/ddnet/ddnet/commit/16694a0d7b658841971fef29ad1aae43379c8677 17:15 <+bridge> [ddnet] that one? 17:16 <+bridge> [ddnet] @ChillerDragon gimme a minute, I'll push this then I'll find you the commit 17:16 <+bridge> [ddnet] sure thanks 17:21 <+bridge> [ddnet] @ChillerDragon iirc https://github.com/teeworlds/teeworlds/commit/a263185571903ead01f6b351a91ea219ac9d215f 17:21 <+bridge> [ddnet] yo @Learath2 where did this random FreeBSD contributor appear from? 17:21 <+bridge> [ddnet] is he even part of tw community? 17:22 <+bridge> [ddnet] That's the main commit, but take a look at 0.6.5-release tag on teeworlds/teeworlds 17:22 <+bridge> [ddnet] thanks 😃 17:22 <+bridge> [ddnet] @ChillerDragon I'm guessing he was packaging ddnet for freebsd ports 17:22 <+bridge> [ddnet] sikk 17:22 <+bridge> [ddnet] .s/ddnet/teeworlds/ 17:22 <+bridge> [ddnet] ? 17:22 <+bridge> [ddnet] substitute? 17:22 <+bridge> [ddnet] xd 17:22 <+bridge> [ddnet] yes 17:23 <+bridge> [ddnet] nerd 17:23 <+bridge> [ddnet] xd 17:23 <+bridge> [ddnet] it's sed syntax 😛 17:23 <+bridge> [ddnet] ikr 17:23 <+bridge> [ddnet] discord supports it natively btw, if i don't add the "." before it would edit 17:23 <+bridge> [ddnet] sure 17:24 <+bridge> [ddnet] they implemented it horribly though, if you write out the pattern completely, it adds the last / aswell... 17:24 <+bridge> [ddnet] wait r u actually not kidding? xd 17:25 <+bridge> [ddnet] I actually am not kidding try 17:25 <+bridge> [ddnet] foo bar baz 17:25 <+bridge> [ddnet] 17:25 <+bridge> [ddnet] s/foo/bar/ 17:25 <+bridge> [ddnet] how where? xd 17:25 <+bridge> [ddnet] separate message 17:25 <+bridge> [ddnet] woot= 17:25 <+bridge> [ddnet] yeet/= 17:25 <+bridge> [ddnet] xxxxxxxxxxxxD 17:26 <+bridge> [ddnet] omegalul 17:26 <+bridge> [ddnet] see, but it takes the last slash because discord people are fake nerds 17:26 <+bridge> [ddnet] they are pretendnerds 17:26 <+bridge> [ddnet] i see 17:26 <+bridge> [ddnet] xxxD 17:26 <+bridge> [ddnet] rofl 17:26 <+bridge> [ddnet] also it doesn't support using a different seperator 17:26 <+bridge> [ddnet] i mean it has to be developed by a developer 17:26 <+bridge> [ddnet] like s#kek#lol# 17:26 <+bridge> [ddnet] he should know tho 17:27 <+bridge> [ddnet] i guess u can be developer without being nerd 17:27 <+bridge> [ddnet] bad developer* :p 17:28 <+bridge> [ddnet] uff ehrinrichs commit is huughe it is exactly liek this in ddnet as well? 17:29 <+bridge> [ddnet] no that's the vanilla patch 17:29 <+bridge> [ddnet] i can look for the ddnet one if you want 17:29 <+bridge> [ddnet] yes pls c: 17:29 <+bridge> [ddnet] i sukk at searvhing the stuff 17:30 <+bridge> [ddnet] https://github.com/ddnet/ddnet/commit/c7750f36 17:31 <+bridge> [ddnet] why did you stray so far from ddnet/ddnet? 😦 17:32 <+bridge> [ddnet] wdym? why it is such a old fork? 17:33 <+bridge> [ddnet] yeah 17:33 <+bridge> [ddnet] as i said when i started coding the mod i didnt know what a function is or what git is 17:33 <+bridge> [ddnet] after the years it was too late already and its not that i miss any features from newer ddnet 17:34 <+bridge> [ddnet] its more the opposite i prefer the old rcon system 17:40 <+bridge> [ddnet] oh btw thanks a lot @Learath2 vanilla 0.6.5 can now connect to ddnet++ 😃 17:40 <+bridge> [ddnet] we have a new rcon system? 17:40 <+bridge> [ddnet] yes rcon system changed afte r9.0.2 17:40 <+bridge> [ddnet] with username 17:40 <+bridge> [ddnet] That's disabled by default 17:40 <+bridge> [ddnet] that was not supported by ddnet 9.0.2 clients 17:40 <+bridge> [ddnet] I think only we use it 17:40 <+bridge> [ddnet] broke compatbility 17:41 <+bridge> [ddnet] i was hardcode ddnet 0.6 user back then 17:41 <+bridge> [ddnet] so i wouldn update my client 17:41 <+bridge> [ddnet] xd 17:41 <+bridge> [ddnet] old clients are completely capable of logging into rcon on new servers, as long as usernames aren't enabled 😛 17:41 <+bridge> [ddnet] im pretty sure i had troubles 17:42 <+bridge> [ddnet] or no wayof authing on my local server 17:42 <+bridge> [ddnet] we had a little bit of trouble the first week but it was fixed quickly 17:43 <+bridge> [ddnet] i remember that after executing one command 17:43 <+bridge> [ddnet] rcon stopped working 17:43 <+bridge> [ddnet] but i can confirm u fixed it 17:43 <+bridge> [ddnet] tested with ddnet 6 client and ddnet 12 srv 18:01 <+bridge> [ddnet] dont mess up freeze xd 18:02 <+bridge> [ddnet] learath why is it a draft pr 18:02 <+bridge> [ddnet] qshar style 18:08 <+bridge> [ddnet] @Learath2 why u removed telegun? 18:08 <+bridge> [ddnet] these flags are 1 bit 18:08 <+bridge> [ddnet] oh nvm 18:08 <+bridge> [ddnet] i read the diff wrong 18:09 <+bridge> [ddnet] xd 18:09 <+bridge> [ddnet] not my day 18:14 <+bridge> [ddnet] @jao I don't want it merged before heinrich takes a look at it aswell 18:15 <+bridge> [ddnet] He tends to be better at looking at the long term 😛 18:15 <+bridge> [ddnet] jao is the float spotter tho 18:16 <+bridge> [ddnet] http://puu.sh/DiLZw/b57ed1ba78.png 18:16 <+bridge> [ddnet] deen and heinrich4991 ddnet++ contributor confirmed 18:16 <+bridge> [ddnet] .s/4991/5991/ 18:22 <+bridge> [ddnet] @gdin 18:22 <+bridge> [ddnet] I've found a issue ? 18:22 <+bridge> [ddnet] when you save 18:22 <+bridge> [ddnet] and go in solo 18:22 <+bridge> [ddnet] and you load 18:23 <+bridge> [ddnet] you cannot hook the person who went in solo 18:23 <+bridge> [ddnet] and you see him as ghost 18:23 <+bridge> [ddnet] seeing someone in solo as ghost is because u have showothersalpha enabled 18:23 <+bridge> [ddnet] ofc u cannot hook someone who went in solo 18:23 <+bridge> [ddnet] whats wrong??? 18:24 <+bridge> [ddnet] and why gdin xd 18:24 <+bridge> [ddnet] :GWczeWhat: 18:24 <+bridge> [ddnet] all u described is how it should work 18:24 <+bridge> [ddnet] calm down ryozuki 18:24 <+bridge> [ddnet] ? 18:26 <+bridge> [ddnet] i mean 18:26 <+bridge> [ddnet] he didnt have showeveryone enabled 18:26 <+bridge> [ddnet] and he still saw me as ghost 18:26 <+bridge> [ddnet] @Ryozuki 18:26 <+bridge> [ddnet] one was in solo before u made /load? 18:26 <+bridge> [ddnet] yep 18:26 <+bridge> [ddnet] i mean 18:26 <+bridge> [ddnet] that's the problem 18:26 <+bridge> [ddnet] why is it like this 18:27 <+bridge> [ddnet] it shouldn't be like it 18:27 <+bridge> [ddnet] /load kills you though 18:28 <+bridge> [ddnet] alpha is independent if u have showeveryone or not, but there is a current bug where u see ppl wiht transparency if u are in spec 18:28 <+bridge> [ddnet] fix it 18:28 <+bridge> [ddnet] i cant rn 18:30 <+bridge> [ddnet] ah 18:30 <+bridge> [ddnet] i can fix it from web 18:30 <+bridge> [ddnet] its easy fix 18:30 <+bridge> [ddnet] @Ryozuki if you know what the problem is lmk and i'll commit it 18:31 <+bridge> [ddnet] oh ok 18:31 <+bridge> [ddnet] https://github.com/ddnet/ddnet/blob/master/src/game/client/components/players.cpp 18:31 <+bridge> [ddnet] go to renderplayers and renderhook 18:31 <+bridge> [ddnet] on the if that sets otherteam = true if solo 18:31 <+bridge> [ddnet] set that if its on spec team 18:31 <+bridge> [ddnet] it doesnt do it 18:32 <+bridge> [ddnet] you sure thats the thing? 18:32 <+bridge> [ddnet] yes 18:33 <+bridge> [ddnet] or just set the if before the spec 18:33 <+bridge> [ddnet] if 18:33 <+bridge> [ddnet] u know what i mean 18:33 <+bridge> [ddnet] hm 18:33 <+bridge> [ddnet] from a quick look 18:33 <+bridge> [ddnet] u can test is easily 18:33 <+bridge> [ddnet] why can't they hook though? 18:33 <+bridge> [ddnet] im only fixing the ghost in spec 18:33 <+bridge> [ddnet] idk why that happens 18:34 <+bridge> [ddnet] and if its related to my prs 18:35 <+bridge> [ddnet] maybe this fixed it (but i would bet it doesnt) https://github.com/ddnet/ddnet/pull/1653 18:35 <+bridge> [ddnet] so set OtherTeam = true if player in spec? seems that's already done though 18:35 <+bridge> [ddnet] no 18:35 <+bridge> [ddnet] set to false 18:35 <+bridge> [ddnet] if its in spec 18:35 <+bridge> [ddnet] i think 18:36 <+bridge> [ddnet] if otherteam == true it will render like ghost 18:36 <+bridge> [ddnet] @Learath2 maybe juyst remove the 2 ifs 18:36 <+bridge> [ddnet] that set otherteam to true if solo 18:36 <+bridge> [ddnet] and set a || in the if 18:37 <+bridge> [ddnet] that sets the alpha 18:37 <+bridge> [ddnet] https://github.com/ddnet/ddnet/blob/master/src/game/client/components/players.cpp#L254 18:37 <+bridge> [ddnet] this way u can see ppl on solo 18:37 <+bridge> [ddnet] as ghost 18:37 <+bridge> [ddnet] on spec 18:37 <+bridge> [ddnet] and non solo ppl normally rendered 18:37 <+bridge> [ddnet] than to set otherteam to true if solo 18:48 <+bridge> [ddnet] @deen can you take a look at #1664 18:49 <+bridge> [ddnet] arent tuninparams needed 18:49 <+bridge> [ddnet] for old clients 18:49 <+bridge> [ddnet] The SetSolo already sends tuning 18:49 <+bridge> [ddnet] ah 18:50 <+bridge> [ddnet] learath on pr streak today 18:50 <+bridge> [ddnet] @Ryozuki I couldn't really understand what to fix on the "ghost" thing so I didn't touch it 18:50 <+bridge> [ddnet] ye ill do it 18:51 <+bridge> [ddnet] I feel I've been remiss in my duties and had a rare completely free day 😛 18:52 <+bridge> [ddnet] having multiple "Solo" variables in the code isn't exactly too nice tbh, there should be one source of truth 18:52 <+bridge> [ddnet] yeah 18:52 <+bridge> [ddnet] currently there is one in game core and other in either sv or client 18:53 <+bridge> [ddnet] we should keep the gamecore one 18:53 <+bridge> [ddnet] Currently if you aren't too careful you can end up with a different setting in `TeamCore`, `CharacterCore`, `Character` 18:53 <+bridge> [ddnet] yeah 18:53 <+bridge> [ddnet] teamcore solo thing and there is also team_super 18:53 <+bridge> [ddnet] its no longer needed with ddnet char 18:53 <+bridge> [ddnet] but backwards compat 18:53 <+bridge> [ddnet] sucks a lot 18:54 <+bridge> [ddnet] its a big mess 18:54 <+bridge> [ddnet] i mean why teamcore handles solo too 18:54 <+bridge> [ddnet] makes no sense 18:55 <+bridge> [ddnet] cancollide on teamcore should return true if they are in the same team then there should be a separate check for solo players 18:55 <+bridge> [ddnet] since no matter the team a solo player can never collide 18:56 <+bridge> [ddnet] I think it's an artifact from back when we hacked everything together 😛 18:56 <+bridge> [ddnet] its also funny cuz on character.cpp server there is accesses to m_Core through m_Core directly and GameServer().... .. m_Core 18:57 <+bridge> [ddnet] gogo next pr learath 18:57 <+bridge> [ddnet] ddnet code is most def very spaghetti, I created a graph once and every class has access to everywhere 18:57 <+bridge> [ddnet] no hierarchy at all 18:59 <+bridge> [ddnet] @Learath2 interfaces are also a mess 18:59 <+bridge> [ddnet] They are a good idea, I like the structure with singletons and kernels 19:01 <+bridge> [ddnet] Oop people might object though 19:01 <+bridge> [ddnet] i dont like it 19:01 <+bridge> [ddnet] why u need a interface of a server if its only implemented in CServer 19:02 <+bridge> [ddnet] u dont have other implementations of server 19:02 <+bridge> [ddnet] a projectile interface 19:02 <+bridge> [ddnet] thats good 19:02 <+bridge> [ddnet] but server? idk 19:03 <+bridge> [ddnet] I think its an artifact of teeworlds being in C before 19:03 <+bridge> [ddnet] ye it registers interfaces with macros and things 19:03 <+bridge> [ddnet] never looked much at it 19:04 <+bridge> [ddnet] server also has MaxClients() method 19:04 <+bridge> [ddnet] while MAX_CLIENTS is used everywhere 19:05 <+bridge> [ddnet] iirc 19:06 <+bridge> [ddnet] does MaxClients() return MAX_CLIENTS 19:06 <+bridge> [ddnet] yea 19:06 <+bridge> [ddnet] lol 19:06 <+bridge> [ddnet] 😄 19:06 <+bridge> [ddnet] so maxclients should be used 19:06 <+bridge> [ddnet] so if u change maxclients u change all easily 19:06 <+bridge> [ddnet] I think MaxClients() is the max clients supported on the server 19:06 <+bridge> [ddnet] so it's supposed to be >= 1 and >= MAX_CLIENTS 19:06 <+bridge> [ddnet] so it's supposed to be >= 1 and <= MAX_CLIENTS 19:07 <+bridge> [ddnet] warning: 'glewExperimental' redeclared without dllimport attribute after being referenced with dll linkage 19:07 <+bridge> [ddnet] GLboolean glewExperimental = GL_FALSE; 19:07 <+bridge> [ddnet] compiling with mingw64 19:07 <+bridge> [ddnet] Yeah, fix that please 19:07 <+bridge> [ddnet] annoys me all the time when building releases 19:07 <+bridge> [ddnet] that looks like its from glew code itself 19:07 <+bridge> [ddnet] idk if thats fixable xd 19:08 <+bridge> [ddnet] google it at least and check 19:08 <+bridge> [ddnet] and if it's not fixable then disable that warning for the relevant c file 19:08 <+bridge> [ddnet] in CMakeLists 19:08 <+bridge> [ddnet] ye im looking 19:10 <+bridge> [ddnet] @Ryozuki it's still happening, while you are in solo ^^ 19:10 <+bridge> [ddnet] yeah we changed nothing 19:10 <+bridge> [ddnet] did u see a client update? xd 19:12 <+bridge> [ddnet] rerunning make again compiles succesfully 19:12 <+bridge> [ddnet] thats funny 19:12 <+bridge> [ddnet] you need a clean build of course 19:12 <+bridge> [ddnet] the warning only shows up when compiling a single file 19:12 <+bridge> [ddnet] or touch that file 19:13 <+bridge> [ddnet] it worked in a dummy server, so i was confused :pepeH: 19:13 <+bridge> [ddnet] :monkaS: bug 19:13 <+bridge> [ddnet] maybe we should disable warnings for external libs 19:14 <+bridge> [ddnet] but im no cmake master 19:14 <+bridge> [ddnet] json lib also had some I think 20:25 <+bridge> [ddnet] rls today? 20:37 <+bridge> [ddnet] https://github.com/ddnet/ddnet/pull/1653 consider this 20:37 <+bridge> [ddnet] oh my 20:37 <+bridge> [ddnet] conflicts 20:37 <+bridge> [ddnet] xd 20:51 <+bridge> [ddnet] fu 20:51 <+bridge> [ddnet] this prediction code xd 22:34 <+bridge> [ddnet] @Ryozuki its only 3k lines