12:58 <+bridge> [ddnet] We should have marked the steam version somehow so we could keep track of how many people are playing through steam 13:06 <+bridge> [ddnet] not too late, add something in the version? 13:07 <+bridge> [ddnet] But then I have to build 2 separate builds for each platform, but no problem I guess 13:07 <+bridge> [ddnet] add a -s 13:07 <+bridge> [ddnet] or something 13:18 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/744877757133226035/unknown.png 13:18 <+bridge> [ddnet] merica is sleeping tho 13:23 <+bridge> [ddnet] steamdb already does that 14:13 <+bridge> [ddnet] `` 14:13 <+bridge> [ddnet] https://steamdb.info/app/412220/graphs/#js-embed-code 14:13 <+bridge> [ddnet] @deen maybe u can add this to stats 14:49 <+bridge> [ddnet] I wonder if having a small http server running on every server for serverinfo purposes would be nice 15:05 <+bridge> [ddnet] @deen does the steam version get steam updates or autoupater ingame updates? 15:05 <+bridge> [ddnet] Steam peobs 15:05 <+bridge> [ddnet] yeah 15:06 <+bridge> [ddnet] autoupdater is big illegal 15:07 <+bridge> [ddnet] Steam doesnt provide serversor anything right since its a free gamw 17:17 <+bridge> [ddnet] where is "clear_votes" situated? 17:18 <+bridge> [ddnet] grep for it in the source code 17:22 <+bridge> [ddnet] oh, always forget about this xd 17:54 <+bridge> [ddnet] https://github.andrewt.net/mines/ < annoying 17:59 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/744948476319629404/screenshot_2020-08-17_10-58-37.png 17:59 <+bridge> [ddnet] Players tab on top left and players tab in options have the same name. 17:59 <+bridge> [ddnet] would be useful to change the one in options to "Identity" so players don't get mixed up. 18:00 <+bridge> [ddnet] one says players and one says player 18:14 <+bridge> [ddnet] @Learath2 any idea what's up with macos github actions? intermittent failure? https://github.com/ddnet/ddnet/runs/994464494?check_suite_focus=true 18:15 <+bridge> [ddnet] I don't see any logs for it at all, is that normal? 18:15 <+bridge> [ddnet] no logs 18:15 <+bridge> [ddnet] yes, that's what I'm seeing as well 18:15 <+bridge> [ddnet] but no downtime on githubstatus.com yet 18:15 <+bridge> [ddnet] I guess I'll try again later 18:16 <+bridge> [ddnet] lmk if it ever generates logs 18:19 <+bridge> [ddnet] Hi! Don't know if this is a right place to ask but let's try. 18:19 <+bridge> [ddnet] 18:19 <+bridge> [ddnet] I've just compiled a fresh DDNet client+server from github. 18:19 <+bridge> [ddnet] Then i've borrowed a map from some infClass server: logged to it and copied the map from `downloaded_maps/` to `maps/ folder` (with a proper name) then converted it with a `map_convert_07` and placed it to `maps7/` folder. 18:19 <+bridge> [ddnet] 18:19 <+bridge> [ddnet] The problem is when I am starting a server I am getting a lot of messages like this: 18:19 <+bridge> [ddnet] 18:19 <+bridge> [ddnet] ```[2020-08-17 19:09:30][collision]: something is VERY wrong with the Game layer please report this at https://github.com/ddnet/ddnet, you will need 18:19 <+bridge> [ddnet] to post the map as well and any steps that u think may have led to this 18:19 <+bridge> [ddnet] ``` 18:19 <+bridge> [ddnet] 18:19 <+bridge> [ddnet] after connecting with a DDNet client to my server it crashes with segfault instantly. After connecting with a 0.7 client I am getting a strange behaviour like jumping on every input (even mouse move). Could anyone tell me what I am doing wrong? 18:19 <+bridge> [ddnet] Maybe this is a noob question and there is a guide with common caveats? 18:19 <+bridge> [ddnet] start by using a map that works, fix the map issue separately 18:20 <+bridge> [ddnet] But it works in the same client... 18:20 <+bridge> [ddnet] when I am getting it from a different server (0.6 one I believe) 18:21 <+bridge> [ddnet] is this behaviour something well known or odd? 18:21 <+bridge> [ddnet] @Pure_luck map is known to be odd 18:21 <+bridge> [ddnet] infclass maps 18:21 <+bridge> [ddnet] Well I'm not certain of what infclass does to it's maps but you can find that very distinct error message in the code easily 18:22 <+bridge> [ddnet] Ok... I have opened the map in DDNet editor and resaved it. It made no difference 18:22 <+bridge> [ddnet] Oh... I have opened the map in DDNet editor and resaved it. It made no difference 18:22 <+bridge> [ddnet] i mean just use ctf5 or something and fix the rest of the bugs u described 18:22 <+bridge> [ddnet] I was hoping it should strip everything it doesn't recognize 18:22 <+bridge> [ddnet] and after that try to fix the map issue 18:22 <+bridge> [ddnet] is what i would do 18:23 <+bridge> [ddnet] @Learath2 I think I will. It's just I am asking for a common knowledge about it if there is any. 18:23 <+bridge> [ddnet] ok, it's seems to be very specific 18:23 <+bridge> [ddnet] I will start with a ctf map and then will try to debug. Thanks 18:23 <+bridge> [ddnet] I will start with a ctf map and then will try to debug "wrong" one. Thanks 18:24 <+bridge> [ddnet] is there some kind of "sanitizer"? that could convert 0.6 map to ddnet one stripping all the errors? 18:24 <+bridge> [ddnet] oh yeah i had a wacky map once and it had that error 18:24 <+bridge> [ddnet] any info on what was the cause there @louis ? 18:24 <+bridge> [ddnet] I don't even know what kind of oddity would make the map incompatible 18:25 <+bridge> [ddnet] nah i just spammed a bunch of unused front tiles i believe, and it somehow crashed the server 18:25 <+bridge> [ddnet] is there some kind of "sanitizer"? that could convert 0.6 map to ddnet one stripping all the incompatible entities and layers? 18:25 <+bridge> [ddnet] @Learath2 me either, lol 😄 18:25 <+bridge> [ddnet] u need to be careful with infclass maps on ddnet because they dont really use the same things 18:25 <+bridge> [ddnet] Ok, nice part is that I can just get rid of all infclass layers 18:26 <+bridge> [ddnet] cause I don't use them in my mod 18:26 <+bridge> [ddnet] I hope that will work. Thanks for the info! 18:26 <+bridge> [ddnet] Ok, then nice part is that I can just get rid of all infclass layers 18:28 <+bridge> [ddnet] Problem wasn't in infc layers... ok 18:31 <+bridge> [ddnet] it seems that ctf maps are crashing my client too when downloaded from 0.6 server, weird 18:31 <+bridge> [ddnet] but fng one is ok 18:31 <+bridge> [ddnet] if u mean the map from my server afaik there are no embedded images or anything 18:31 <+bridge> [ddnet] maybe that is related 18:34 <+bridge> [ddnet] wow, nice. Map from your server worked! And sixup works! 18:34 <+bridge> [ddnet] Managed to connect with DDNet and 0.7 client to my server at the same time and interact with other's client character. Sweet! 18:35 <+bridge> [ddnet] @Pure_luck no idea what infclass maps have special, i only tested for ddnet maps. 18:35 <+bridge> [ddnet] @Learath2 so it seems that we can update this info :) 18:35 <+bridge> [ddnet] 18:35 <+bridge> [ddnet] https://ddnet.tw/news/sixup/ 18:35 <+bridge> [ddnet] If you have any issues with sixup don't forget to create an issue for it, while it's pretty stable there are still things that need polish 18:37 <+bridge> [ddnet] Where does it check whether a new player started the game ? 18:37 <+bridge> [ddnet] You can trace it back from the welcome message but I think it uses the fact that there was no settings file loaded 18:38 <+bridge> [ddnet] @Khejanin cl_show_welcome 1 I guess 18:38 <+bridge> [ddnet] Hmm can you help me a bit with a crash course, this is my first time with this codebase :S 18:38 <+bridge> [ddnet] grep for ClShowWelcome 18:39 <+bridge> [ddnet] @Khejanin but the search text is just entered as the default in src/engine/shared/config_variables.h, see BrFilterString 18:40 <+bridge> [ddnet] That's cleverer than I thought 😄 18:47 <+bridge> [ddnet] Would it be ok to change max ping default setting ? 18:53 <+bridge> [ddnet] i would keep it at max 19:06 <+bridge> [ddnet] the dark red ping color should be enough to tell you what to expect 19:10 <+bridge> [ddnet] Are teeworlds and ddnet dual licensed? I see it is both copyrighted to Magnus Auvinen, Shereef Marzouk and Dennis Felsing and also have apache license. 19:10 <+bridge> [ddnet] dox 19:10 <+bridge> [ddnet] dox& 19:10 <+bridge> [ddnet] dox? 19:11 <+bridge> [ddnet] ah... 19:11 <+bridge> [ddnet] it seems that only assets are apache/CC licensed and the game itself is copyrighted. Right? 19:11 <+bridge> [ddnet] it seems that only assets are apache/CC licensed and the game itself is proprietary copyrighted. Right? 19:12 <+bridge> [ddnet] game is mit 19:12 <+bridge> [ddnet] well 19:12 <+bridge> [ddnet] zlib 19:12 <+bridge> [ddnet] its a open license 19:12 <+bridge> [ddnet] All content under 'data' except the font, language & skin files, 19:12 <+bridge> [ddnet] (which have their own licenses): 19:12 <+bridge> [ddnet] Apache 2.0 for the 'Icon.tff' file: 19:12 <+bridge> [ddnet] Copyright Google 19:13 <+bridge> [ddnet] game source code is MIT 19:13 <+bridge> [ddnet] IMPORTANT NOTE! The source under src/engine/external are stripped 19:13 <+bridge> [ddnet] libraries with their own licenses. Mostly BSD or zlib/libpng license but 19:13 <+bridge> [ddnet] check the individual libraries. 19:13 <+bridge> [ddnet] less external libraries 19:13 <+bridge> [ddnet] they ar bsd or zlib 19:13 <+bridge> [ddnet] https://github.com/ddnet/ddnet/blob/master/license.txt 19:13 <+bridge> [ddnet] u can just read this and its not that hard to comprenhend 19:14 <+bridge> [ddnet] Can you please point where are MIT or zlib licenses about core sources in that file? 19:14 <+bridge> [ddnet] I have read this 3 times already. But maybe I am missing something. 19:16 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/744968026381615154/unknown.png 19:17 <+bridge> [ddnet] mit license 19:17 <+bridge> [ddnet] its really easy to recognize 19:17 <+bridge> [ddnet] But what is the purpose of the first 3 lines? 19:17 <+bridge> [ddnet] just to state 19:17 <+bridge> [ddnet] the authors 19:17 <+bridge> [ddnet] being MIT license doesnt mean ucan forget who did something 19:17 <+bridge> [ddnet] look part 1. 19:17 <+bridge> [ddnet] of mit license 19:17 <+bridge> [ddnet] u must not claim that u wrote the original source 19:17 <+bridge> [ddnet] thats what the first 3 lines 19:18 <+bridge> [ddnet] do 19:18 <+bridge> [ddnet] oh thanks 19:18 <+bridge> [ddnet] I haven't realized the mit boilerplate in fact includes those lines 19:18 <+bridge> [ddnet] https://opensource.org/licenses/MIT 19:18 <+bridge> [ddnet] so they're part of it 19:18 <+bridge> [ddnet] "mit boilerplate" 19:18 <+bridge> [ddnet] u must not have seen many licenses 19:18 <+bridge> [ddnet] MIT is really clean 19:18 <+bridge> [ddnet] xD 19:18 <+bridge> [ddnet] and short 19:18 <+bridge> [ddnet] I just cannot remember proper word 19:18 <+bridge> [ddnet] for framework... draft... 19:19 <+bridge> [ddnet] dunno 19:19 <+bridge> [ddnet] ah well 19:19 <+bridge> [ddnet] ok thanks 19:19 <+bridge> [ddnet] maybe the 3 points 19:19 <+bridge> [ddnet] are not original 19:19 <+bridge> [ddnet] to mit 19:19 <+bridge> [ddnet] but added 19:19 <+bridge> [ddnet] template 19:19 <+bridge> [ddnet] template, right 19:19 <+bridge> [ddnet] yep its added 19:19 <+bridge> [ddnet] to not forget authors 19:19 <+bridge> [ddnet] Just in my mind (c) is like synonym of "all right reserved", that's why I've wondered 19:20 <+bridge> [ddnet] but I see that it's used in MIT template in different way so it's legal so it's ok to combine 19:20 <+bridge> [ddnet] no 19:20 <+bridge> [ddnet] (c) 19:20 <+bridge> [ddnet] only means copyright 19:20 <+bridge> [ddnet] and I realize now that "(c) author year" doesn't means he still reserves rights 19:20 <+bridge> [ddnet] but u dont see anywhere saying (c) All rights reserved 19:20 <+bridge> [ddnet] that a propietary would do 19:20 <+bridge> [ddnet] yes 19:20 <+bridge> [ddnet] iirc 19:20 <+bridge> [ddnet] TIL 19:20 <+bridge> [ddnet] im not a legal expert 19:21 <+bridge> [ddnet] xd 19:21 <+bridge> [ddnet] dont trust me much 19:21 <+bridge> [ddnet] I've got what I wanted to know, thanks 20:16 <+bridge> [ddnet] @Ryozuki teeworlds/ddnet is zlib, not mit 20:31 <+bridge> [ddnet] @ hey, we're currently looking for some maps to bundle with the ddnet client, preferably 1 star novice. your gold mine map would suit. could you release it under a license CC-BY-SA, CC-BY or CC0 so we can ship it with the client? 20:32 <+bridge> [ddnet] CC-BY-SA and CC-BY say that people who modify the map have to credit you 20:32 <+bridge> [ddnet] CC-BY-SA also means that people modifying the map have to allow for further editing, too 20:32 <+bridge> [ddnet] CC0 just allows anyone to do anything, even without crediting 21:01 <+bridge> [ddnet] @deen we can take gold mine, @ gave us CC-BY-SA license 21:13 <+bridge> [ddnet] @Learath2 fixed itself, status page now says actions is "degraded" 21:25 <+bridge> [ddnet] @heinrich5991 cloud-saved settings_ddnet.cfg would be awesome 21:25 <+bridge> [ddnet] how would that work 21:25 <+bridge> [ddnet] would work by looking at the steam api and how it works 21:26 <+bridge> [ddnet] :lol: 21:26 <+bridge> [ddnet] I'd prefer to not have steam-specific features 21:26 <+bridge> [ddnet] poll the other developers if they feel differently 21:26 <+bridge> [ddnet] how to make the poll 21:26 <+bridge> [ddnet] just ask other active contributors, e.g. via discord 21:26 <+bridge> [ddnet] e.g. @Learath2, what do you think? 21:27 <+bridge> [ddnet] is it rly that hard to keep steam stuff in a way it doesnt conflict with possible git merges 21:27 <+bridge> [ddnet] oh man, cloud-saved settings_ddnet would mean I would no longer lose these from time to time due to dumbness 21:27 <+bridge> [ddnet] i think its not that hard 21:27 <+bridge> [ddnet] it's not hard technically, I agree with that 21:28 <+bridge> [ddnet] I'm philosophically opposed to offer more features in the closed source part of our distribution 21:28 <+bridge> [ddnet] one could work around that 'steam-specific' thing by hosting our own cloud-saved settings 21:28 <+bridge> [ddnet] Accounts are needed before any of this 21:28 <+bridge> [ddnet] settings can contain mod and admin rcon binds 21:28 <+bridge> [ddnet] that'd also make it Steam-independent in case of... anything 21:28 <+bridge> [ddnet] mine do xD 21:28 <+bridge> [ddnet] accounts are not needed if you use steam cloud save 21:29 <+bridge> [ddnet] I mean so we can offer it to everyone not just steam ppl 21:29 <+bridge> [ddnet] you know perfectly accounts wont be added any time soon 21:29 <+bridge> [ddnet] so we can already forget about this 21:29 <+bridge> [ddnet] I agree with heinrich on providing features to just a portion of the community 21:39 <+ChillerDragon> @Soreu use git to not lose them again 21:40 <+bridge> [ddnet] I'd rather just create new Discord server, make TW channel there, and from time to time try to upload zip with settings, gameskin, entities etc 21:46 <+bridge> [ddnet] > I'm philosophically opposed to offer more features in the closed source part of our distribution 21:46 <+bridge> [ddnet] > one could work around that 'steam-specific' thing by hosting our own cloud-saved settings 21:46 <+bridge> [ddnet] 21:46 <+bridge> [ddnet] How about a modular ddnet server? So people could compile/download modules that provide non-core functionality? 21:47 <+bridge> [ddnet] I've talked about this before I know 😄 would be so cool if one could take vanilla ddnet/tw sources or even compiled one and add functionality on top of that automatically w/o need to merge sources by hand. 21:48 <+bridge> [ddnet] There could be a repository of plugins and even a 'package manager'. 21:49 <+bridge> [ddnet] That Steam cloud config could be a module that could even be developed intependly like a third party plugin. 21:49 <+bridge> [ddnet] That Steam cloud config could be a module that could even be developed interdependently like a third party plugin. 21:50 <+bridge> [ddnet] so you're more talking about client plugins? 21:50 <+bridge> [ddnet] s\/more/rather 21:55 <+bridge> [ddnet] No, about server plugins. 21:57 <+bridge> [ddnet] but cloud config would be a client feature 21:58 <+bridge> [ddnet] do you have examples of features that plugins in the server could provide? 21:59 <+bridge> [ddnet] Hm... I was under impression that a person requested that talked about a server config. Ok 22:00 <+bridge> [ddnet] Server plugins could be: 22:00 <+bridge> [ddnet] 22:00 <+bridge> [ddnet] * new game type mods 22:00 <+bridge> [ddnet] * stats system 22:00 <+bridge> [ddnet] * anti-cheat systems 22:00 <+bridge> [ddnet] * registration system 22:00 <+bridge> [ddnet] * unofficial helper libraries for modders (with functions that are useful in mods but don't make sense in vanilla game types) 22:01 <+bridge> [ddnet] Server plugins could be: 22:01 <+bridge> [ddnet] 22:01 <+bridge> [ddnet] * new game type mods 22:01 <+bridge> [ddnet] * stats system 22:01 <+bridge> [ddnet] * anti-cheat systems 22:01 <+bridge> [ddnet] * registration system 22:01 <+bridge> [ddnet] * unofficial helper libraries for modders (with functions that are useful in mods but don't make sense in vanilla game types) 22:01 <+bridge> [ddnet] * experimental supplemental protocols (like HTTP master server API client) 22:01 <+bridge> [ddnet] though the latest one makes sense as a client plugin too 22:03 <+bridge> [ddnet] tuning on 0.7 bridge seems broken 22:04 <+bridge> [ddnet] Currently to reuse other modders code is hard because tw/ddnet servers were not made with modding/modularity in mind. 22:04 <+bridge> [ddnet] it says `player_collision 5.00` 22:04 <+bridge> [ddnet] Currently it's hard to reuse other modders code because tw/ddnet servers were not made with modding/modularity in mind. 22:05 <+bridge> [ddnet] before adding plugin systems or anything similar, tw would really need a clean base, the current code is really bloated enough 22:06 <+bridge> [ddnet] but the idea of having a nice extendable base would be nice 22:06 <+bridge> [ddnet] vote description on bridges is empty and sometimes the caller is wrong =\ 22:06 <+bridge> [ddnet] I think that 'adding' a modular system is in fact would be a rather deep refactoring and modularizing the code itself. 22:06 <+bridge> [ddnet] I think that 'adding' a modular system is in fact would be a process of rather deep refactoring and modularizing the code itself. 22:07 <+bridge> [ddnet] But the good part of it is that more modularity in code is usually a better OOP. 22:08 <+bridge> [ddnet] I am currently at the start of my quest of porting infCroya (0.7 infClass rewrite) back to ddnet server code. 22:11 <+bridge> [ddnet] So I can document the process as I go and I will try to remove all infCroya-specific features to separate files. 22:12 <+bridge> [ddnet] gl with that 22:13 <+bridge> [ddnet] couldn't even tell if thats easier than rewritten most stuff 22:13 <+bridge> [ddnet] I think that it will still be coupled rather tightly to core tw classes and will not be clean enough. 22:13 <+bridge> [ddnet] But at least I can try separate it and list tw classes that would be nice to have a better interface for modders. 22:14 <+bridge> [ddnet] thats the problem.. vanilla tw was never really modular and ddnet just put their code into it 22:14 <+bridge> [ddnet] Yeah all those megaclasses and tight coupling. 22:15 <+bridge> [ddnet] so its just bunch of code that works for ddrace, but anything else would result in alot of dead code 22:15 <+bridge> [ddnet] if u write your mod into ddracce code u basically remove all ddrace gameplay stuff just to add urs again xD 22:16 <+bridge> [ddnet] I can imagine. 22:16 <+bridge> [ddnet] I hope I will not break in the middle of it 😄 22:16 <+bridge> [ddnet] We will see. Thank you for your support 22:17 <+bridge> [ddnet] Can you see how many people downloaded DDNet on steam? Im curious 22:48 <+bridge> [ddnet] I spent couple dozen hours trying to get vanilla more mod friendly so we can have more modular mods, however there are parts of vanilla that are very tightly coupled too 22:48 <+bridge> [ddnet] CGameContext and IGameController are very tightly coupled 22:49 <+bridge> [ddnet] I have like 6 branches all trying to reduce IGameController to an ABC 23:11 <+bridge> [ddnet] @NeXus 2285 so far 23:16 <+bridge> [ddnet] <> wow 23:38 <+bridge> [ddnet] stonks