00:13 <+bridge> [ddnet] @heinrich5991 if u wanna check it in game, join me 00:13 <+bridge> [ddnet] no, thanks, can see it locally 00:17 <+bridge> [ddnet] ok 00:43 <+bridge> [ddnet] @eNJi is it fixed? 00:49 <+bridge> [ddnet] it's fixed on usa, thanks @heinrich5991 00:49 <+bridge> [ddnet] great 🙂 00:49 <+bridge> [ddnet] :heartw: 00:52 <+bridge> [ddnet] @Oblikumquat join 01:10 <+bridge> [ddnet] @heinrich5991 yes its fixed, good job 👍 02:35 <+bridge> [ddnet] @heinrich5991 what was it? 02:42 <+bridge> [ddnet] dunno, crash was in antibot, disabled it for now 02:42 <+bridge> [ddnet] probably my "fix" 04:08 <+bridge> [ddnet] I have a feeling it has something to do with the fact that we "shutdown" the gameserver when changing maps 13:12 <+bridge> [ddnet] @heinrich5991 can u either make it use open() instead of fopen()? or entirely remove the code that tries to output to file if ur just discarding it anyway? 13:20 <@Learath2> @onby it'd just be masking the actual issue with the glue code 13:20 <+bridge> [ddnet] what *is* the actual issue? 13:20 <@Learath2> well the issue isn't the fopen anymore anyway 13:21 <+bridge> [ddnet] what is it 13:21 <@Learath2> I think it's what I said above but I'm not the one that debugged it so idk 13:22 <+bridge> [ddnet] was this shutdown a recent change 13:22 <+bridge> [ddnet] cus my server is based on ddnet 10.8 and i dont see this problem 13:23 <@Learath2> the problem is probably with the glue code and you aren't running the glue code 13:23 <+bridge> [ddnet] ooo 18:25 <+bridge> [ddnet] hey im trying to make sense of the map file format. while the datafile part of the file format is documented, i didnt find any documentation on how to make sense of the data. is anyone here familiar with the variables used in the different item types? 18:26 <+bridge> [ddnet] i am making progress, but not on the paste i was hoping for. the main problem being that im not used to directing through the ddnet source 18:26 <+bridge> [ddnet] i am making progress, but not on the pace i was hoping for. the main problem being that im not used to directing through the ddnet source 18:26 <+bridge> [ddnet] is it specific ones? 18:27 <+bridge> [ddnet] if so, could you post them? 18:28 <+bridge> [ddnet] currently im trying to make sense of the Layer item type 18:28 <+bridge> [ddnet] source: 18:28 <+bridge> [ddnet] ``` 18:28 <+bridge> [ddnet] struct CMapItemLayer 18:28 <+bridge> [ddnet] { 18:28 <+bridge> [ddnet] int m_Version; 18:28 <+bridge> [ddnet] int m_Type; 18:28 <+bridge> [ddnet] int m_Flags; 18:28 <+bridge> [ddnet] } ; 18:28 <+bridge> [ddnet] 18:28 <+bridge> [ddnet] struct CMapItemLayerTilemap 18:28 <+bridge> [ddnet] { 18:28 <+bridge> [ddnet] CMapItemLayer m_Layer; 18:28 <+bridge> [ddnet] int m_Version; 18:28 <+bridge> [ddnet] 18:28 <+bridge> [ddnet] int m_Width; 18:28 <+bridge> [ddnet] int m_Height; 18:28 <+bridge> [ddnet] int m_Flags; 18:28 <+bridge> [ddnet] 18:28 <+bridge> [ddnet] CColor m_Color; 18:28 <+bridge> [ddnet] int m_ColorEnv; 18:28 <+bridge> [ddnet] int m_ColorEnvOffset; 18:28 <+bridge> [ddnet] 18:28 <+bridge> [ddnet] int m_Image; 18:28 <+bridge> [ddnet] int m_Data; 18:28 <+bridge> [ddnet] 18:28 <+bridge> [ddnet] int m_aName[3]; 18:28 <+bridge> [ddnet] 18:28 <+bridge> [ddnet] // DDRace 18:28 <+bridge> [ddnet] 18:28 <+bridge> [ddnet] int m_Tele; 18:29 <+bridge> [ddnet] int m_Speedup; 18:29 <+bridge> [ddnet] int m_Front; 18:29 <+bridge> [ddnet] most fun one 18:29 <+bridge> [ddnet] rip irc 18:29 <+bridge> [ddnet] consisting of those structs 18:29 <+bridge> [ddnet] im not used to c++ so its hard for me to figure out how those are used 18:30 <+bridge> [ddnet] interesting for me would be what the different variables mean, for example the content of the `m_Flags`s 18:30 <+bridge> [ddnet] or the ints m_Tele to m_Tune 18:31 <+bridge> [ddnet] or the m_aName ints, tho these are probably the easiest ones for me to figure out 18:31 <+bridge> [ddnet] `m_Tele`, `m_Tune` point to the data items that have the {tele,tune} tiles 18:33 <+bridge> [ddnet] then there's `TILESLAYERFLAG_*` for the tile layer's `m_Flag`, and `LAYERFLAG_DETAIL` for the layer's `m_Flag` 18:33 <+bridge> [ddnet] ah nice 18:34 <+bridge> [ddnet] `m_aName` weirdly packs a null-terminated string 18:34 <+bridge> [ddnet] one? 18:34 <+bridge> [ddnet] thats odd 19:04 <+bridge> [ddnet] there is also names made up of ints somewhere 19:07 <+bridge> [ddnet] This is one part of the code that I couldn't make any sense of for the longest time, some of the decisions made no sense to me at all 19:12 <+bridge> [ddnet] you tell me, i wrote all this https://github.com/Ryozuki/ddnet-map-lib/blob/master/src/parser.ts just to surrender later cuz i got rly annoyed 20:16 <+bridge> [ddnet] nice rq commit message 20:51 <+bridge> [ddnet] @fokkonaut it seems that you won't lose you ninja when going through shield anymore: https://github.com/ddnet/ddnet/pull/2086/files#diff-80a3da4e88c6e4fb0e9298f92ddbc809R71 20:52 <+bridge> [ddnet] did you try? 20:52 <+bridge> [ddnet] for me it worked when i tried in my mod 21:03 <+bridge> [ddnet] wait 21:03 <+bridge> [ddnet] did not try 21:03 <+bridge> [ddnet] does this mean you didnt lose ninja before when you are frozen? 21:04 <+bridge> [ddnet] I don't know 21:04 <+bridge> [ddnet] i guess 21:12 <+bridge> [ddnet] ah no 21:12 <+bridge> [ddnet] ```pChr->SetNinjaActivationDir(vec2(0,0)); 21:12 <+bridge> [ddnet] pChr->SetNinjaActivationTick(-500); 21:12 <+bridge> [ddnet] pChr->SetNinjaCurrentMoveTime(0);``` 21:12 <+bridge> [ddnet] ninja gets set there, should be removed and replaced by RemoveNinja() 21:12 <+bridge> [ddnet] ah no 21:12 <+bridge> [ddnet] removeninja gets called when this is 0 21:13 <+bridge> [ddnet] yea no works like this 21:26 <+bridge> [ddnet] but there is another bug with freezetime and shield, gonna search for that 21:43 <+bridge> [ddnet] ok fixed everything, you were right :) 21:44 <+bridge> [ddnet] > but there is another bug with freezetime and shield, gonna search for that 21:44 <+bridge> [ddnet] this was a wrong assumption