00:05 <+bridge> [ddnet] And that's why first thing I do after joining any new server is 00:05 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/749389411615244318/unknown.png 00:28 <+bridge> [freenode] Why using vpn is bad? I was babned on multiple maps for 10 minutes. At that time, I was forced to use VPN. 00:30 <+bridge> [ddnet] The idea here is that people should not be able to evade bans. 00:31 <+bridge> [ddnet] If you keep getting banned even though you're a good team player and not blocking anyone, then you can use @ Moderator (without the space) on our Discord to request help from a moderator 02:55 <+bridge> [ddnet] Updated entities: https://github.com/ddnet/ddnet/issues/2659#issuecomment-683361395 09:40 <+ChillerDragon> if there were no bans then evading bans would be much harder. think about it guys 09:41 <+ChillerDragon> isnt ddnet the safe place for people that got banned on ddmax? Why are you so eager to keep people out of this community 09:42 <+bridge> [ddnet] There are some extremely persistent trolls who keep destroying the game play for many players 09:42 <+ChillerDragon> im sure there are other ways to make trolling harder than banning 09:43 <+ChillerDragon> yea but i see sometimes banning is the only or most efficient option. And it can be a solid last weapon. But seems like nowerdays it became first choice 09:45 <+bridge> [ddnet] We currently have 1 IP address banned globally, so I don't think it's as big of a problem as you make it out 09:47 <+ChillerDragon> oh cool yea u might be right :) 09:47 <+ChillerDragon> but isnt it about the player and not the ip? Thats the issue with long time bans isnt it 10:33 <+bridge> [ddnet] What is the point of tolerating people that make gameplay bad for others? It's a net negative, they usually don't bring anything to the table 10:40 <+bridge> [ddnet] https://github.com/ddnet/ddnet/pull/2675 10:40 <+bridge> [ddnet] when konsti rushes to add a feature just cuz he wants a useless 3key bind 10:41 <+bridge> [ddnet] Whoever did the multi modifier patch, careful with the edge cases 10:41 <+bridge> [ddnet] i think he copiedi t from somewhere else 10:41 <+bridge> [ddnet] maybe he doesnt even understand it 10:41 <+bridge> [ddnet] Binds consisting of only modifiers shouldn't be bound 10:42 <+bridge> [ddnet] Except for single ones 10:42 <+bridge> [ddnet] <ᶰ°Konͧsti> Who is banned globally 10:42 <+bridge> [ddnet] you 10:42 <+bridge> [ddnet] Which caused a lot of bugs in the original patch to add modifiers 10:42 <+bridge> [ddnet] <ᶰ°Konͧsti> i didnt make the pr 10:42 <+bridge> [ddnet] it should also not collide with the 3key binds we have 10:42 <+bridge> [ddnet] the debug mode and such 10:42 <+bridge> [ddnet] iirc 10:42 <+bridge> [ddnet] A random botter 10:43 <+bridge> [ddnet] <ᶰ°Konͧsti> lifeban and rangeban and nameban all botters 10:43 <+bridge> [ddnet] nameban konsti then 10:43 <+bridge> [ddnet] :troll: 10:43 <+bridge> [ddnet] @Ryozuki debug mode and editor maybe we could make into special binds that always happen 10:43 <+bridge> [ddnet] <ᶰ°Konͧsti> I never botted :GWchadThonkery: 10:43 <+bridge> [ddnet] @ᶰ°Konͧsti are u plsplsplslol on github? 10:44 <+bridge> [ddnet] <ᶰ°Konͧsti> plsplsplstroll is abcqwerty 10:44 <+bridge> [ddnet] <ᶰ°Konͧsti> Im Zoozti 10:44 <+bridge> [ddnet] Zoozti a fitting name 10:44 <+bridge> [ddnet] @deen could you publish new engine under beta if it's done? so people can try who has issues before, more test would be better for this one. 10:44 <+bridge> [ddnet] wdym by engine 10:44 <+bridge> [ddnet] Opengl pr 10:45 <+bridge> [ddnet] Or jupeys pr 10:45 <+bridge> [ddnet] i would call that renderer 10:45 <+bridge> [ddnet] Yea renderer than :d 10:45 <+bridge> [ddnet] u can 10:45 <+bridge> [ddnet] test it already iirc 10:45 <+bridge> [ddnet] @nori if u have it on steam 10:45 <+bridge> [ddnet] right click ddrace 10:45 <+bridge> [ddnet] click betas 10:46 <+bridge> [ddnet] then nightly builds 10:46 <+bridge> [ddnet] Inb4 revert revert revert opengl changes 10:46 <+bridge> [ddnet] Oh so nightly has it 10:46 <+bridge> [ddnet] i think it was readded ye 10:48 <+bridge> [ddnet] @nori no, nightly doesn't have it yet. but will readd soon 11:14 <+bridge> [ddnet] @deen add back entities for "blockwords" - I didn't touch this one 11:15 <+bridge> [ddnet] oh, well, nvm, they are not deleted 11:18 <+bridge> [ddnet] @Soreu I ran an optimizer over all the files you sent me 11:18 <+bridge> [ddnet] which is probably why they show up as changed 11:20 <+bridge> [ddnet] Ye, I just misunderstood the commit changes 11:32 <+bridge> [ddnet] @Learath2 @heinrich5991 adding a field to the projectile netobject that indicated the id of the owner would break stuff? 11:32 <+bridge> [ddnet] @Learath2 @heinrich5991 adding a field to the projectile netobjectto indicate/ the id of the owner would break stuff? 11:33 <+bridge> [ddnet] @Learath2 @heinrich5991 adding a field to the projectile netobject to indicate the id of the owner would break stuff? 11:34 <+bridge> [ddnet] maybe a alternative netobjectex for projectile with it 11:34 <+bridge> [ddnet] so we can apply alpha correctly to explosions and projectiles 11:38 <+bridge> [ddnet] We don't like to touch the vanilla objects iirc, but you could actually add the id to the end and the clients will tolerate it 11:39 <+bridge> [ddnet] but i cant know if its filled correctly in case u connect to a old server right? 11:39 <+bridge> [ddnet] The new "Get or default" should work for the old server case 11:40 <+bridge> [ddnet] Ah, actually we only added that for netmsgs, not objects 11:41 <+bridge> [ddnet] Objects are rather tough to work with 11:41 <+bridge> [ddnet] maybe i can just add a projectileex 11:41 <+bridge> [ddnet] How will you associate it with a projectile? 11:41 <+bridge> [ddnet] but i dont know if client supports it 11:41 <+bridge> [ddnet] i would replace completly projectile 11:41 <+bridge> [ddnet] You don't need to know, just send it, clients that don't support it will drop it 11:41 <+bridge> [ddnet] idk how to associate it 11:41 <+bridge> [ddnet] Ah, you want to replace it, I don't think that's such a great idea 11:42 <+bridge> [ddnet] do you know how? 11:42 <+bridge> [ddnet] packets dont have a id that i know 11:42 <+bridge> [ddnet] I don't know a way to associate them either, nor do I know a good solution to this actually 11:42 <+bridge> [ddnet] @heinrich5991 might come up with something when he is around 11:42 <+bridge> [ddnet] :feelsbadman: 11:43 <+bridge> [ddnet] adding get or default to netobjs isnt feasible? 11:43 <+bridge> [ddnet] let me check that thing 11:44 <+bridge> [ddnet] its in the CUnpacker 11:44 <+bridge> [ddnet] <ᶰ°Konͧsti> i am really worried about DDNet once will build moving tiles 11:44 <+bridge> [ddnet] <ᶰ°Konͧsti> I hate them 11:44 <+bridge> [ddnet] u bringing the topic is what will make ppl add that 11:45 <+bridge> [ddnet] 0iq 11:47 <+bridge> [ddnet] @Ryozuki https://discordapp.com/channels/252358080522747904/293493549758939136/732182541410238545 we discussed it here 11:48 <+bridge> [ddnet] You'll need to implement a way to replace an object in a snap with another one 11:49 <+bridge> [ddnet] https://discordapp.com/channels/252358080522747904/293493549758939136/732555478659235860 11:49 <+bridge> [ddnet] ^^ was a good idea, it's what I'd have gone for 11:50 <+bridge> [ddnet] hm i see 11:59 <+bridge> [ddnet] <ᶰ°Konͧsti> it would only be cool if its really good working like feeling like a real block, not like a stopper and also shown in entities. 11:59 <+bridge> [ddnet] <ᶰ°Konͧsti> 11:59 <+bridge> [ddnet] <ᶰ°Konͧsti> The quad tiles are so laggy buggy and shitty 11:59 <+bridge> [ddnet] > in addition to the other functions like SnapInvalidateItem(int SnapID, int Index), the client interface gets a new function SnapReplaceItem(int SnapID, int Index, void *pItem, int ItemSize);. in the snap sanity check loop, this function is called at the appropriate places when a old netobj is detected 11:59 <+bridge> [ddnet] > this requires support code in datasrc/{network,datatypes}.py 12:00 <+bridge> [ddnet] @bubbacio there's no applying. Just start committing to the open source code https://github.com/ddnet 12:01 <+bridge> [ddnet] It's not exactly trivial to code let alone code in a way that performs well 12:01 <+bridge> [ddnet] lul, apparently discord just showed me really old messages for a moment 12:02 <+bridge> [ddnet] lmao 12:02 <+bridge> [ddnet] <ᶰ°Konͧsti> cuz the link Learath posted 12:02 <+bridge> [ddnet] <ᶰ°Konͧsti> :GWchadThonkery: 12:06 <+bridge> [ddnet] Discord really should get a handle on the massive embeds... 12:06 <+bridge> [ddnet] @Learath2 its cuz it doesnt limit images in embeds 12:06 <+bridge> [ddnet] i think 12:10 <+bridge> [ddnet] @Learath2 Theoretically it did. enclosing link in `<` & `>` like `` will not create embeds 12:18 <+bridge> [ddnet] No one uses Linux and Mac on our steam version 12:18 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/749573654521708625/screenshot-20200830121723.png 12:18 <+bridge> [ddnet] i use linux 12:18 <+bridge> [ddnet] on steam 12:18 <+bridge> [ddnet] No one uses Linux and Mac on our Steam version 😄 12:18 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/749573794540027934/screenshot-20200830121816.png 12:18 <+bridge> [ddnet] fake news 12:18 <+bridge> [ddnet] :feelsbadman: 12:18 <+bridge> [ddnet] Yeah, but like 20 people peak 😄 12:19 <+bridge> [ddnet] but in other news, it looks like we might be added to SUSE 12:20 <+bridge> [ddnet] did we fix the rpath issue? 12:20 <+bridge> [ddnet] I think they don't want rpaths at all 12:21 <+bridge> [ddnet] <ᶰ°Konͧsti> i played with steam Linux but ill stay on normal client 12:24 <+bridge> [ddnet] isn't that would be better if ddnet use XDG_DATA_HOME on linux? home directory :\ meh 12:26 <+bridge> [ddnet] @Learath2 no, we did not yet 12:26 <+bridge> [ddnet] @Learath2 i feel like just not creating the stub would be the easiest, but @heinrich5991 probably prefers the clean solution 12:26 <+bridge> [ddnet] @nori yes, there's an issue forthat 12:29 <+bridge> [ddnet] <ᶰ°Konͧsti> this is cool deen, when i open client or refresh browser i cant click the one i want to go at because every half second the list moves xd 12:30 <+bridge> [ddnet] this doesn't f ix the moving 12:49 <+bridge> [ddnet] <ᶰ°Konͧsti> it does actually i think? 12:49 <+bridge> [ddnet] <ᶰ°Konͧsti> Because ger servers load like instantly and then one by one the high ping ones Come but i guess i could already fix that by filtering off china servers xd 12:50 <+bridge> [ddnet] There is no fixing the moving sadly 13:59 <+bridge> [ddnet] Well, you could just have the server counts on ddnet.tw in the json file we download anyway 13:59 <+bridge> [ddnet] and only update the pings for each ip once 13:59 <+bridge> [ddnet] @Learath2 ^ 14:06 <+bridge> [ddnet] I play on Linux steam, it's nice 14:12 <+bridge> [ddnet] big dots in freeze - small dots in freeze - no dots in freeze 14:12 <+bridge> [ddnet] Could not we just came to the 'no dots' back in the ~2016 when I been asking about it so hard ? Being a tester I have not used those dots not a single time. 14:12 <+bridge> [ddnet] Whatever. Does this change override custom entities for players ? So we need to make backups. 14:12 <+bridge> [ddnet] Since they are not frequently updated some users might lost data 14:13 <+bridge> [ddnet] big dots in freeze - small dots in freeze - no dots in freeze 14:13 <+bridge> [ddnet] Could not we just came to the 'no dots' back in the ~2016 when I been asking about it so hard ? Being a tester I have not used those dots a single time. 14:13 <+bridge> [ddnet] Whatever. Does this change override custom entities for players ? So we need to make backups. 14:13 <+bridge> [ddnet] Since they are not frequently updated some users might lose the data 14:15 <+bridge> [ddnet] big dots in freeze - small dots in freeze - no dots in freeze 14:15 <+bridge> [ddnet] Could not we just came to the 'no dots' back in the ~2016 when I been asking about it so hard ? Being a tester I have not used those dots a single time. 14:15 <+bridge> [ddnet] Whatever. Does this change override custom entities for players ? So we need to make backups. 14:15 <+bridge> [ddnet] Since they are not frequently updated some users might lose the data 14:15 <+bridge> [ddnet] Talking about https://github.com/ddnet/ddnet/commit/3767eebead65d482a5666df145f368ef070ec2fd 14:22 <+bridge> [ddnet] @BannZay players should put them in config_directory.bat 14:24 <+bridge> [ddnet] @deen I did not know about it. Where should I put my 'data\editor\entities_clear\ddnet.png' ? 14:25 <+bridge> [ddnet] into '%config_directory%\editor\entities_clear\ddnet.png' ? 14:25 <+bridge> [ddnet] yes 14:26 <+bridge> [ddnet] awesome, thank you! It was not clear for me as my editor folder is empty in cfg directory 14:30 <+bridge> [ddnet] yeah, we should make that more clear 14:57 <+bridge> [ddnet] Would it be possible to move custom files once detected that those are not the default ones? like the mentioned custom entities many players have 15:01 <+bridge> [ddnet] the only problem I see is that cfg directory just one but user can have multiple copies of the DDNet client (with different customizations). Most likely its a pretty rare case 15:02 <+bridge> [ddnet] or allow a custom data dir directly in the client directory like: 15:02 <+bridge> [ddnet] default_data and custom_data 15:04 <+bridge> [ddnet] I preffer to have multiple themes in client so you can change a theme in game but seems it is too complicated 15:05 <+bridge> [ddnet] so users will create themes instead of direct replacement of existant files 15:05 <+bridge> [ddnet] @Jupstar ✪ you can set that in storage.cfg already 15:05 <+bridge> [ddnet] @deen yes but most ppl aren't me xd 15:06 <+bridge> [ddnet] like not intuitive 15:06 <+bridge> [ddnet] @BannZay that would be the nicest solution yes 15:07 <+bridge> [ddnet] https://ddnet.tw/ reachable for you guys? 15:08 <+bridge> [ddnet] Oh well, now it works again for me. I think Cloudflare is not 100% reliable 15:09 <+bridge> [ddnet] monopoly of cloudflare will eat web 15:10 <+bridge> [ddnet] wow, how many bug reports to you have for SDL @deen xD 15:10 <+bridge> [ddnet] only 3 I think, but they keep reappearing 15:11 <+bridge> [ddnet] xDD 15:11 <+bridge> [ddnet] I guess the name of `config_directory.bat`is already confusing, and the fact it's not a regular shortcut so not everyone knows it's a thing they can just open 15:11 <+bridge> [ddnet] yeah 15:12 <+bridge> [ddnet] probs u right 16:01 <+bridge> [ddnet] are there any way to get the ip list of current player in the server? when being ddos i think we can use something like iptables by bash script to block all data packet except these form ip list of current player. 16:03 <+bridge> [ddnet] it was very depressing to disconnect from server after 1~2 hours' playing bucause of ddos. 16:03 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/749630440859631666/unknown.png 16:03 <+bridge> [ddnet] :ouch: 16:08 <+bridge> [ddnet] do you mean an auto-generated whitelist? 16:09 <+bridge> [ddnet] yes, when being ddos, i think we need a auto-generated whitelist mechanism to keep all data packet except these form current player. 16:09 <+bridge> [ddnet] Ppl who DDoS also join the server to watch by themselves suffering of others 16:10 <+bridge> [ddnet] yeah i requested something like that years ago. so i think its not possible 16:10 <+bridge> [ddnet] but i think ddoser use fake ip so they cannot join the server 16:10 <+bridge> [ddnet] they use spoofed player ips to ddos 16:11 <+bridge> [ddnet] When the attack is strong enough blocking in iptables is probably already too late. You rather want a firewall at provider level 16:11 <+bridge> [ddnet] and ddoser dont have a way to get the ip of current player 16:11 <+bridge> [ddnet] they do 16:11 <+bridge> [ddnet] by hosting their own server 16:12 <+bridge> [ddnet] when u refresh server list u send them ur ip 16:13 <+bridge> [ddnet] oh no i did not expect that 16:13 <+bridge> [ddnet] > when u refresh server list u send them ur ip 16:13 <+bridge> [ddnet] @jao that makes sense but i never thought about that. i thought only admins can see ip's and only on that server 16:13 <+bridge> [ddnet] but they also dont know which server you will join 16:14 <+bridge> [ddnet] yes but they are admin on their own server 16:14 <+bridge> [ddnet] > When the attack is strong enough blocking in iptables is probably already too late. You rather want a firewall at provider level 16:14 <+bridge> [ddnet] @redix but this way make the ddoser'a act 16:14 <+bridge> [ddnet] > When the attack is strong enough blocking in iptables is probably already too late. You rather want a firewall at provider level 16:19 <+bridge> [ddnet] i think we could use not only the ip whitelist but also the src port 16:19 <+bridge> [ddnet] it is hard for ddoser find the which port player actually use 16:19 <+bridge> [ddnet] but they ddos the entire srv 16:20 <+bridge> [ddnet] Whitelist all player IPs+port and ratelimit the rest 16:21 <+bridge> [ddnet] do they need many ip adresses to ddnos or only one? 16:21 <+bridge> [ddnet] > but they ddos the entire srv 16:21 <+bridge> [ddnet] @jao even though i think this way can make the attack weaker cuz ddnet server had not to reply the fake packet which ddos send 16:25 <+bridge> [ddnet] and if we can block data packet in linux kernel mode it may be more efficient 16:28 <+bridge> [ddnet] ddos ger2 rip 16:28 <+bridge> [ddnet] ger1 16:28 <+bridge> [ddnet] ger1 too 16:29 <+bridge> [ddnet] rip 16:34 <+bridge> [ddnet] $ddos 16:55 <+bridge> [ddnet] > they use spoofed player ips to ddos 16:55 <+bridge> [ddnet] @jao does not DDNet server use antispoofing techniques? 16:57 <+bridge> [ddnet] I am bad at this area, but in mind comes something like tcp handshake 17:01 <+bridge> [ddnet] what if server does some kind of handshake once per our with each client to update a secret value which ddoser does not know. 17:01 <+bridge> [ddnet] Or checking this value in packets takes to much resources to prevent small/medium ddos? 17:02 <+bridge> [ddnet] what if server does some kind of handshake once per hour with each client to update a secret value which ddoser does not know. 17:02 <+bridge> [ddnet] Or checking this value in packets takes to much resources to prevent small/medium ddos? 17:03 <+bridge> [ddnet] So you are whitelisted during this hour (hour is too small value probly) 17:05 <+bridge> [ddnet] and then the ddosers steals ur ip 17:05 <+bridge> [ddnet] how? 17:06 <+bridge> [ddnet] I been talking about protocol modification, so each packet to server has secret value 17:06 <+bridge> [ddnet] or does not - but then you are not whitelisted 17:07 <+bridge> [ddnet] :justatest: 17:08 <+bridge> [ddnet] idk, seems like I am reinventing the wheel. sorry for offtopic 17:12 <+bridge> [ddnet] https://discordapp.com/channels/252358080522747904/293493549758939136/749573796637442119 super late but i use the linux steam client 18:02 <+bridge> [ddnet] @BannZay the issue is everything is under udp, some hosts will filter all that spoofed traffic if they see too much from a single source IP, that's could be a reason this guy is spoofing players IPs 18:04 <+bridge> [ddnet] imagine 18:04 <+bridge> [ddnet] adding only 1 spawn 18:04 <+bridge> [ddnet] in 2020 18:08 <+bridge> [ddnet] Why is there no iptables specified for tw only like on ddnet IPTABLE firewall for all? 18:09 <+bridge> [ddnet] it's cheaper then buying expensive firewall 18:10 <+bridge> [ddnet] just saying 18:10 <+bridge> [ddnet] 🤡 18:11 <+bridge> [ddnet] it's better then null routing traffic 18:47 <+bridge> [ddnet] @ReiTW I see, thanks for the explanation 20:02 <+ChillerDragon> is ger1 rip? 20:04 <+ChillerDragon> fix spawn mommy 20:06 <+ChillerDragon> wait the map has only 1 spawntile and its on the ground? xd how did that pass testing xd