00:21 <+bridge> [ddnet] what did i notice @Learath2 xd 00:21 <+bridge> [ddnet] Also does anyone remember what the point of having a front layer was? 00:21 <+bridge> [ddnet] @Jupstar ✪ mishighlight, oops 00:21 <+bridge> [ddnet] ah ok xd 00:21 <+bridge> [ddnet] meant to highlight @Jubjub 00:22 <+bridge> [ddnet] Why didn't we allow multiple game layers? 00:22 <+bridge> [ddnet] convenience 00:23 <+bridge> [ddnet] @jao codewise? 00:24 <+bridge> [ddnet] ah 00:24 <+bridge> [ddnet] complicated or no? 00:27 <+bridge> [ddnet] idk, I was recoding it and wanted to check whether there was a specific reason to have a front layer 00:28 <+bridge> [ddnet] like tiles that can only be placed on the front layer for some reason maybe 00:28 <+bridge> [ddnet] i guess hook and unhook has to be in game 00:29 <+bridge> [ddnet] for vanilla compatibility? 00:29 <+bridge> [ddnet] Ah yes there is that 00:31 <+bridge> [ddnet] @jao is there a demand for more then one front layer? 00:33 <+bridge> [ddnet] sometimes yes 00:33 <+bridge> [ddnet] but don’t add unlimited game layers 00:33 <+bridge> [ddnet] way too confusing 00:33 <+bridge> [ddnet] I could make front layers unlimited 00:33 <+bridge> [ddnet] imagine how that would look ingame 00:33 <+bridge> [ddnet] 10 tiles stacked above each other 00:34 <+bridge> [ddnet] There being 1 game layer is mandatory tho, because of vanilla as you said 00:34 <+bridge> [ddnet] Well front layers aren't really rendered except for overlay_entities 00:34 <+bridge> [ddnet] ye that’s what i mean 00:34 <+bridge> [ddnet] I guess many people play like that 00:34 <+bridge> [ddnet] eh, it's just an idea, wanted to know if it'd be a useful feature 00:35 <+bridge> [ddnet] well in the end its up to the mapper 00:36 <+bridge> [ddnet] Do you also happen to know why TILE_BEGIN and TILE_END are slightly fatter then other tiles? 😛 00:37 <+bridge> [ddnet] is that start and finish 00:38 <+bridge> [ddnet] to make them unskipable then 00:38 <+bridge> [ddnet] They are already made unskippable by the other check we have though 😕 00:39 <+bridge> [ddnet] I guess it was the old fix that then got removed 00:39 <+bridge> [ddnet] That then was forgotten* 01:58 <+bridge> [ddnet] the freeze blocks and such are just fat enough so you can't fit in between them without getting frozen right 01:59 <+bridge> [ddnet] I think that's how it is 04:04 <+bridge> [ddnet] were servers updated to 12.7.1? 04:06 <+bridge> [ddnet] 12.7.1 is only a small linux client fix 04:10 <+bridge> [ddnet] @heinrich5991 &&|| @deen the git revision thing seems broken, /info shows a very old commit 10:36 <+bridge> [ddnet] @deen can you roughly tell me what version of debian you're building the releases on? 12:45 <+Ryozuki> if deepfly is the natural way new maps will be done then so be it 12:45 <+Ryozuki> what about when speedfly wasn't a thing 12:45 <+Ryozuki> and then it was discovered 12:45 <+Ryozuki> new maps and old maps* 12:46 <+Ryozuki> it would be cool if nimda also sent github messages 12:46 <+Ryozuki> ima update aur 12:50 <+Ryozuki> we still have this warning 12:50 <+Ryozuki> warning: array subscript [2, 2147483647] is outside array bounds of ‘const char [2]’ [-Warray-bounds] 12:50 <+Ryozuki> 84 | for(int c = 0; c < 4 && pStr[Index]; c++, Index++) 12:50 <+Ryozuki> it may trigger someones OCD 13:35 <+bridge> [ddnet] yea, false positive I thnk 14:11 <+bridge> [ddnet] what is cl_background entities supposed to do? 14:18 <+bridge> [ddnet] show entities 14:18 <+bridge> [ddnet] nvm 14:18 <+bridge> [ddnet] no 14:18 <+bridge> [ddnet] `cl_overlay_entities` is what I'm talking about 14:18 <+bridge> [ddnet] I mean `cl_background_entities` 14:19 <+bridge> [ddnet] it’s the map file thats displayed as background in entities 14:19 <+bridge> [ddnet] iirc 14:20 <+bridge> [ddnet] such a weird idea for a feature 14:21 <+bridge> [ddnet] @heinrich5991 while you are here, do you have any idea how I can go about cleaning up HandleTiles? 14:26 <+bridge> [ddnet] @heinrich5991 Debian 8.9 14:26 <+bridge> [ddnet] what do you want to clean up? 14:27 <+bridge> [ddnet] The huge if statements 14:27 <+bridge> [ddnet] link? 14:28 <+bridge> [ddnet] `if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_SWITCHOPEN && Team() != TEAM_SUPER && GameServer()->Collision()->GetSwitchNumber(MapIndex) > 0)` 14:28 <+bridge> [ddnet] https://github.com/ddnet/ddnet/blob/master/src/game/server/entities/character.cpp#L1474 14:28 <+bridge> [ddnet] or this e.g. 14:29 <+bridge> [ddnet] @Ryozuki let me fix that 14:30 <+bridge> [ddnet] @deen you know how to? 😛 14:35 <+bridge> [ddnet] Yeah, we have the same false positive at work a few times 😄 14:35 <+Ryozuki> :o 14:36 <+bridge> [ddnet] I could also make that into a two-liner with macros, but maybe let's postpone until we need more temporary warning disablements 14:39 <+bridge> [ddnet] that makes the code a lot longer 14:48 <+Ryozuki> heinrich5991 is nimda yours? 14:58 <+bridge> [ddnet] @deen do you happen to know how m_FreezeTime works? 14:58 <+bridge> [ddnet] it's written in such a confusing way 14:59 <+bridge> [ddnet] or Ryozuki? 😛 15:01 <+Ryozuki> Learath2 freezetime was written by the prediction code guy 15:02 <+Ryozuki> i dont remember whats his name 15:02 <+Ryozuki> @Learath2 ping pong 15:20 <+bridge> [ddnet] oh, how can you ping from irc? 😄 15:22 <+bridge> [ddnet] just do @ 15:25 <+bridge> [ddnet] Did 12.7.2 make blockers jump spam not "fluid" anymore? 15:25 <+bridge> [ddnet] This shit 15:25 <+bridge> [ddnet] 15:25 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/634019127257858048/unknown.png 15:25 <+bridge> [ddnet] It recently got changed so you d "glide" up with the same velocity the whole time right? 15:26 <+bridge> [ddnet] By instantly resetting your dj 15:26 <+bridge> [ddnet] And buffering it? 16:08 <+Ryozuki> heinrich5991 did u recently change stoppers? 16:08 <+Ryozuki> that might be it 16:09 <+bridge> [ddnet] yes, I did 16:09 <+bridge> [ddnet] but it should be fixed now, the problem mentioned above 16:09 <+Ryozuki> ah i see 16:19 <+bridge> [ddnet] Also pls fix deepfly being broken on dummy again 16:21 <+bridge> [ddnet] Before all dummy maps get broken xd 16:21 <+bridge> [ddnet] Oh nvm too late 18:08 <+bridge> [ddnet] <'faceless> Does anyone already reported about that with the new ddnet update deep freezed tee cant rocket when got hammered? Stargazing map is now impossible to finish as 2ppl (info from @PEWPEW, he checked it on the map) 18:08 <+bridge> [ddnet] <'faceless> Have anyone already reported about that with the new ddnet update deep freezed tee cant rocket when got hammered? Stargazing map is now impossible to finish as 2ppl (info from @PEWPEW, he checked it on the map) 18:11 <+bridge> [ddnet] <'faceless> Have anyone already reported about that with the new ddnet update deep freezed tee cant rocket when got hammered? Stargazing map, for example, is now impossible to finish as 2ppl (info from @PEWPEW, he checked it on the map) 18:27 <+bridge> [ddnet] fixed on master 18:37 <+bridge> [ddnet] fixed on master (12.7.2) 19:10 <+bridge> [ddnet] <'faceless> Ye, i just have checked it, it works, thanks 19:59 <+bridge> [ddnet] the new hammer thing handled server wise 19:59 <+bridge> [ddnet] just makes everything so much easier... 22:19 <+bridge> [ddnet] /Snape> i found a new bug 22:19 <+bridge> [ddnet] /Snape> when you are deep and have laser 22:19 <+bridge> [ddnet] /Snape> u can spam 24/7 with it lol 22:20 <+Ryozuki> that was expected 22:20 <+Ryozuki> u could even have a row of tees inside freeze, u hammer the first while others hold hammer facing the other dir 22:20 <+Ryozuki> then they all hammer 22:20 <+Ryozuki> i think its possible and makes sense 22:30 <+bridge> [ddnet] /Snape> i mean you can laser without beeing unfreezed 22:32 <+bridge> [ddnet] lol 22:32 <+bridge> [ddnet] @Lime/Marcel//Snape does it work with other weapons? 22:32 <+bridge> [ddnet] /Snape> idk 22:34 <+bridge> [ddnet] it doesnt work for me 22:34 <+bridge> [ddnet] even with lazer 22:35 <+bridge> [ddnet] /Snape> it was kinda buggy 22:35 <+bridge> [ddnet] /Snape> only half lenght 22:36 <+bridge> [ddnet] was it on hearts 22:36 <+bridge> [ddnet] sounds like prediction bug 22:36 <+bridge> [ddnet] ie it only looked like you shot 22:40 <+bridge> [ddnet] /Snape> idk if it only looked like or it actually worked but i saw it lol 22:40 <+bridge> [ddnet] /Snape> no it wasnt on hearts 22:43 <+bridge> [ddnet] why do hearts even freeze 22:43 <+bridge> [ddnet] it makes no sense 22:44 <+bridge> [ddnet] hearts should like 22:44 <+bridge> [ddnet] give u a freeze shield or smth 22:44 <+bridge> [ddnet] jdk 22:44 <+bridge> [ddnet] idk 22:55 <+Ryozuki> oh wait change was only for hammer 22:55 <+Ryozuki> so i confused things 22:58 <+bridge> [ddnet] 200 iq 22:58 <+Ryozuki> 250*