00:27 <+bridge> [ddnet] VOS GUEULES 00:27 <+bridge> [ddnet] PUTAIN 06:10 <+bridge> [ddnet] Hello! How can i disable replays of my best race? 06:10 <+bridge> [ddnet] 06:10 <+bridge> [ddnet] And sorry for my english :) 06:14 <+bridge> [ddnet] cl_race_show_ghost 0 06:15 <+bridge> [ddnet] Thanks! 06:52 <+bridge> [ddnet] I think maybe there is a bug in solo part. When one player touch the switch, the other player can be affected as well. I am not sure if that is expected. This map's name is #megaRosenkohl 06:52 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/701294024744632350/maybe_solo_bug.mp4 06:54 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/701294518875717672/maybe_solo_bug.mp4 06:54 <+bridge> [ddnet] more clear vesion 09:20 <+bridge> [ddnet] it’s expected yea 09:54 <+bridge> [ddnet] πŸ€” 10:15 <+bridge> [ddnet] Hello again. Can i set tunes only for 1 player? 10:16 <+ChillerDragon> doubt 10:18 <+bridge> [ddnet] no 10:18 <+bridge> [ddnet] Ok 11:19 <+bridge> [ddnet] hm 11:19 <+bridge> [ddnet] 11:19 <+bridge> [ddnet] Command laser is not defined. Why :/ 11:21 <+ChillerDragon> where 11:22 <+ChillerDragon> maybe it is still rifle? 12:08 <+bridge> [ddnet] @TimiT you mean with the ddnet mod or generally, by coding it? 12:15 <+bridge> [ddnet] Mod 12:15 <+bridge> [ddnet] Ddnet server 12:33 <+bridge> [ddnet] https://releases.llvm.org/10.0.0/tools/clang/docs/ReleaseNotes.html 12:33 <+bridge> [ddnet] llvm 10 released :o 12:33 <+bridge> [ddnet] https://releases.llvm.org/10.0.0/docs/ReleaseNotes.html 12:36 <+bridge> [ddnet] looks like it has support for C++2a 12:41 <+bridge> [ddnet] How create commands? Only edit code? 13:11 <+bridge> [ddnet] @deen do you know how i can make the players-cache work with python3? 13:24 <+ChillerDragon> TimiT what kind of command do you want to create? But it usually involves writing code yes. 13:25 <+ChillerDragon> @TimiT if you want to create admin commands i covered that in a video https://www.youtube.com/watch?v=N2pFajc0PYg 13:50 <+bridge> [ddnet] @ChillerDragon you program exactly like I do πŸ˜„ 13:51 <+bridge> [ddnet] I wonder if everyone else also does that? I really like working from something observable in the client 14:04 <+bridge> [ddnet] Chat-commands 14:04 <+bridge> [ddnet] Thanks 15:16 <+bridge> [ddnet] @Learath2 if u want to test on macos u need to isntall the library https://miniupnp.tuxfamily.org/files/ 17:11 <+bridge> [ddnet] @jao import diskcache? 17:11 <+bridge> [ddnet] it's compatible to py2 + py3 17:42 <+bridge> [ddnet] @Ryozuki https://github.com/ddnet/ddnet/pull/2139/files#diff-a2beba57a7886142c6043b3f9010ff22R24 17:42 <+bridge> [ddnet] `status` β†’ `Status` 17:43 <+ChillerDragon> new github username ryo? 17:43 <+bridge> [ddnet] I need to turn `^((\?)?[ifs](\[[\w\d]+\])?(\s*|$))*((\?)?r(\[[\w\d]+\])?$)?` into C 17:44 <+bridge> [ddnet] what is that? 17:44 <+ChillerDragon> just include some regex lib 17:44 <+bridge> [ddnet] it matches valid teeworlds argument strings 17:44 <+bridge> [ddnet] Preferably before oy starts getting mad 17:44 <+ChillerDragon> :D 17:44 <+ChillerDragon> struggel 17:48 <+bridge> [ddnet] I guess I'll use a finite state machine 17:58 <+bridge> [ddnet] @ChillerDragon ye 17:59 <+bridge> [ddnet] @heinrich5991 done 19:35 <+bridge> [ddnet] @deen cache.get('jao') works as expected on python2 but with python3 it returns None 20:04 <+bridge> [ddnet] Hello again! I made map on last version on ddnet, load it into ddnet7, but when I run it, game freeze like windows xp 20:04 <+bridge> [ddnet] What should i do to fix it? 20:05 <+bridge> [ddnet] Hello again! I made map on last version on ddnet, load it into ddnet7, but when I run it in teeworlds, game freeze like windows xp 20:06 <+bridge> [ddnet] Hello again! I made map on last version on ddnet, load it into ddnet7, but when I run it in teeworlds, game freezes like windows xp 21:01 <+bridge> [ddnet] @jao oh no, so that probably means they are not compatible... 21:01 <+bridge> [ddnet] well, who wants to switch all our server scripts to py3? 21:02 <+bridge> [ddnet] @TimiT that's weird, haven't heard of it. you could upload it somewhere for someone to take a look 21:03 <+bridge> [ddnet] Hello, if I add custom tunings to the client, then the unpacker throws errors when receiving a tunechange from the server. How does DDNet clients handle that? 21:04 <+bridge> [ddnet] @TimiT you mean load the map with teeworlds editor? 21:55 <+bridge> [ddnet] @deen I want 21:59 <+bridge> [ddnet] @heinrich5991 good luck! 21:59 <+bridge> [ddnet] do you need any hints? 21:59 <+bridge> [ddnet] yes. where are the scripts I need to port 22:00 <+bridge> [ddnet] on ddnet.tw in servers/scripts 22:01 <+bridge> [ddnet] I guess for what jao needs ranks.py & players.py have to be in py3. they use ddnet.py though, which is used by everything else too 22:01 <+bridge> [ddnet] so i guess the easiest way would be to make ddnet.py py2/py3 agnostic and then port ranks/players 22:02 <+bridge> [ddnet] the clean approach would be porting everything 22:02 <+bridge> [ddnet] @Learath2 your RepackMsg doesnt work for clientid -1 (to everyone) 22:05 <+bridge> [ddnet] guess you need two packets, one for 0.7 one for 0.6, then decide (server gets the info from the 0.6 packet) 22:06 <+bridge> [ddnet] @jao it might actually be a unicode thing. could you try cache.get(u'jao')? 22:06 <+bridge> [ddnet] (came up with that thinking about what you have to keep in mind when porting to py3) 22:09 <+bridge> [ddnet] @fokkonaut yeah, never figured out how to fix that either 22:10 <+bridge> [ddnet] @deen if it's a problem in py3, he should rather try b"jao" 22:10 <+bridge> [ddnet] u"jao" and "jao" are the same in py3 22:10 <+bridge> [ddnet] cool, that works 22:11 <+bridge> [ddnet] b'jao' 22:11 <+bridge> [ddnet] but ddnet.py still needs to be ported to py3 compatibility 22:11 <+bridge> [ddnet] getting invalid syntax there in line 810 22:11 <+bridge> [ddnet] python3 scripts/test.py to try 22:12 <+bridge> [ddnet] @fokkonaut generating two packets for every packet sounds so wasteful though 😦 22:13 <+bridge> [ddnet] @Learath2 seems like the only way to go 22:13 <+bridge> [ddnet] https://github.com/unique-clan/unique-race/commit/b713e8b2038f49474adeefc7d990e511004f82a2#diff-25bcc1bcfab43c7e0957ca2fa89fe34fR597-R604 22:13 <+bridge> [ddnet] timakros fix 22:14 <+bridge> [ddnet] But that wont work when doing it like you want 22:14 <+bridge> [ddnet] that's even worser 22:14 <+bridge> [ddnet] so 2 packets :P 22:14 <+bridge> [ddnet] there must be an elegant way to do this 22:14 <+bridge> [ddnet] but then we shouldnt call it RepackMsg, instead PackSixup 22:15 <+bridge> [ddnet] well, maybe just one packet, and while sending it we re-set the data and the size 22:16 <+bridge> [ddnet] either to pMsg->.. or Pack-> 22:16 <+bridge> [ddnet] depending on the version 22:17 <+bridge> [ddnet] problem is pMsg no longer contains the msgid at all 22:18 <+bridge> [ddnet] why? 22:18 <+bridge> [ddnet] I'm so off my game this week, I keep coming up with the shittiest of ideas 22:18 <+bridge> [ddnet] @fokkonaut because we pack it later so the msgid translation can happen at the very end before we send out the messages 22:18 <+bridge> [ddnet] i try something 22:19 <+bridge> [ddnet] that branch is broken btw, it might not work at all 22:19 <+bridge> [ddnet] I will work on my mod, but thats the same basically 22:19 <+bridge> [ddnet] when it comes to the general idea 22:20 <+bridge> [ddnet] I think we might need to go even lower then CServer 22:20 <+bridge> [ddnet] I dont think so 22:20 <+bridge> [ddnet] but lower then CServer we don't know about CMsgPacker 22:20 <+bridge> [ddnet] that'd make things so spaghetti 22:21 <+bridge> [ddnet] as always @heinrich5991 had the right idea to begin with, this quickly gets ugly when we do it inside the source 23:10 <+bridge> [ddnet] @Learath2 i dont get any better than you, for my need I also needto support IDs >= 32, but I dont really get something 23:20 <+bridge> [ddnet] what will you do with IDs >= 32? 23:20 <+bridge> [ddnet] 0.7 has some 23:20 <+bridge> [ddnet] Also, I guess if we can't do the translation at the lowest level, maybe we'll have to do it at the highest level? 23:21 <+bridge> [ddnet] no idea, i just need >= 32 :( 23:21 <+bridge> [ddnet] Where we actually first start to pack the message 23:21 <+bridge> [ddnet] What's the problem with >= 32? it should pack just fine into a byte 23:22 <+bridge> [ddnet] atm i cant get it to work (still the old system) 23:22 <+bridge> [ddnet] well nvm, lets first clean that up 23:23 <+bridge> [ddnet] wait, you are on 0.7 you shouldn't have any trouble sending 0.7 messages 23:23 <+bridge> [ddnet] @Learath2 msg 32 and up take more than a byte 23:23 <+bridge> [ddnet] because it's left shifted once (for the system flag), and there's a continuation and sign bit 23:24 <+bridge> [ddnet] ah, how does 0.7 handle that? 23:24 <+bridge> [ddnet] where does the system flag go? 23:24 <+bridge> [ddnet] 0.7 fixes the packing 23:25 <+bridge> [ddnet] so that multi-byte integers aren't a problem anymore 23:25 <+bridge> [ddnet] the system flag is packed right at the beginning 23:25 <+bridge> [ddnet] (bit hacky if you ask me, but it's fine) 23:25 <+bridge> [ddnet] we also fixed the problem no? 23:25 <+bridge> [ddnet] mayhaps 23:25 <+bridge> [ddnet] but when repacking, you mgiht need to shift the packet by one byte if the new ID is longer/shorter 23:26 <+bridge> [ddnet] @fokkonaut you can use the same approach I am using, but I think I'll migrate away from it 23:26 <+bridge> [ddnet] why? 23:26 <+bridge> [ddnet] I'm thinking of moving the translation all the way up to where we initially pack the message 23:26 <+bridge> [ddnet] shit but then we don't know who we are sending it to 23:26 <+bridge> [ddnet] xd 23:27 <+bridge> [ddnet] we do need 2 packets 23:28 <+bridge> [ddnet] @heinrich5991 do you see a way out of this? If we repack it at the very end before sending we need to generate two packets, one for 0.6 one for 0.7, if we repack it any lower than that the network will need to be aware of CMsgPacker and that's just spaghetti. If we repack where we first decide to send the message we don't know the target thus we don't know how to pack it 23:29 <+bridge> [ddnet] we should re-do teeworlds in protobuf πŸ˜› 23:31 <+bridge> [ddnet] I guess generate two packets for every packet that goes out to more than one target? 23:31 <+bridge> [ddnet] yea 23:32 <+bridge> [ddnet] 😦 23:32 <+bridge> [ddnet] if even you don't see a way out, I guess I'll have to go with that 23:33 <+bridge> [ddnet] `error: unable to index file datasrc/maps` 23:33 <+bridge> [ddnet] whats that? i am updating my mod to 0.7.5 23:33 <+bridge> [ddnet] i have some maps of me in that folder 23:36 <+bridge> [ddnet] @heinrich5991 can you have a look at my build test btw? It fails since I merged your GetDataSize stuff from vanilla. https://github.com/fokkonaut/F-DDrace/runs/582507528 23:42 <+bridge> [ddnet] ah, i know it i guess 23:42 <+bridge> [ddnet] nice 23:43 <+bridge> [ddnet] https://github.com/fokkonaut/F-DDrace/commit/97118a0c4ed1bccd51d45a978f909d4ad8050a0b 23:43 <+bridge> [ddnet] why are these embedded images so big, so annoying 23:46 <+bridge> [ddnet] o.o 23:46 <+bridge> [ddnet] when entering a link like this `` it wont show the preview 23:48 <+bridge> [ddnet] that's not a "fix test" btw, it's a "fix implementation" πŸ˜‰ 23:48 <+bridge> [ddnet] πŸ˜› 23:48 <+bridge> [ddnet] well, I get what you mean, but before your commit i handled it the ddnet way, i just merged the conflict wrong 23:55 <+bridge> [ddnet] but your datafile reported wrong sizes, that's a bug πŸ˜› not a broken test