00:02 <+bridge> [freenode] @Ryozuki: https://gitlab.com/ddnet-wiki/ddnet-wiki.gitlab.io/-/issues/3#note_475552788 03:02 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/793660282831765534/2020-12-30_09-57-29.mp4 03:04 <+bridge> [ddnet] omg i want to try that 03:10 <+bridge> [ddnet] if i already faked everybody's clientid to be 0, is it safe to just increase MAX_CLIENTS to allow more clients to join? 03:55 <+bridge> [ddnet] nice 😄 06:08 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/793706948482039848/2020-12-30_13-07-15.mp4 06:09 <+bridge> [ddnet] is this ridiculous 16:52 < ***> Buffer Playback... 16:52 <+bridge> [16:49:51] [ddnet] haha nice idea @Patiga , reminds me of mario kart 16:52 <+bridge> [16:50:35] [ddnet] thank you :D 16:52 < ***> Playback Complete. 16:52 <+bridge> [ddnet] the map names should have been inverted too xD 16:52 <+bridge> [ddnet] ultimate confusion 16:55 <+bridge> [ddnet] sadly stoppers break from mirroring 16:55 <+bridge> [ddnet] oof 16:55 <+bridge> [ddnet] @deen 16:55 <+bridge> [ddnet] wdym? 16:55 <+bridge> [ddnet] e.g. stoppers on fly to legends 2 16:56 <+bridge> [ddnet] Ehm, I think stoppers can't be mirrored, but have to be rotated 16:56 <+bridge> [ddnet] oops 16:56 <+bridge> [ddnet] yeah 😄 16:56 <+bridge> [ddnet] @Patiga fix!!! 16:56 <+bridge> [ddnet] 😆 16:56 <+bridge> [ddnet] i dont get it yet, why do stoppers have to be rotated? 16:56 <+bridge> [ddnet] i dunno 16:56 <+bridge> [ddnet] ddrace code 16:56 <+bridge> [ddnet] xD 16:57 <+bridge> [ddnet] but that bug exists since ever i guess 16:57 <+bridge> [ddnet] bcs i already had it like 4 years ago 16:57 <+bridge> [ddnet] Yes, it's been this way since forever, and we're afraid to change physics 16:57 <+bridge> [ddnet] long before ddnet 16:59 <+bridge> [ddnet] So I'm switching back to normal maps, no quick way to fix this I guess 16:59 <+bridge> [ddnet] do rank get saved or what? 16:59 <+bridge> [ddnet] could you quickly explain how it would need to be fixed? 16:59 <+bridge> [ddnet] do ranks get saved or what? 16:59 <+bridge> [ddnet] Rotate stoppers by 180° instead of mirroring them 17:00 <+bridge> [ddnet] stoppers are so dont flip them horizontally, but vertically and horizontally at the same time? 17:00 <+bridge> [ddnet] forget the first two words 17:01 <+bridge> [ddnet] i mean they have 3 flags 17:01 <+bridge> [ddnet] flip_v, flip_h, rotate 17:02 <+bridge> [ddnet] what i do is flip either flip_h, or flip_v if rotate is enabled 17:03 <+bridge> [ddnet] Yes, and the condition for that in server is broken 17:03 <+bridge> [ddnet] map testers can hopefully confirm this 17:03 <+bridge> [ddnet] exclude maps with stoppers from the event 😄 17:03 <+bridge> [ddnet] so all? xd 17:03 <+bridge> [ddnet] 😆 17:03 <+bridge> [ddnet] so could you tell me how should i rotate stoppers? 17:04 <+bridge> [ddnet] <> stronghold would still work @Jupstar ✪ 17:05 <+bridge> [ddnet] @Patiga my guess is that stoppers that are turned left or right need to be rotated 180°. In editor it's clicking CW twice 17:05 <+bridge> [ddnet] @Patiga if they look right, vflip then rotate 17:05 <+bridge> [ddnet] no vflip I think 17:06 <+bridge> [ddnet] ah im messing around in the editor rn 17:06 <+bridge> [ddnet] that is a bit fucked up o.o 17:06 <+bridge> [ddnet] top broken, bottom working 17:06 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/793872709577867264/unknown.png 17:07 <+bridge> [ddnet] We could also finally fix the server code, but that will take longer to deploy 17:07 <+bridge> [ddnet] yeye, im going for a quick dirty fix 17:07 <+bridge> [ddnet] and we'd have to check existing maps 17:08 <+bridge> [ddnet] so for 270° all flags have to be present 17:08 <+bridge> [ddnet] oh could you quickly get me mapping of the wrong ones to the correct ones? 17:09 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/793873372827615282/test2.map 17:09 <+bridge> [ddnet] at spawn 17:09 <+bridge> [ddnet] left are the normal ones 17:09 <+bridge> [ddnet] top thing is broken 17:09 <+bridge> [ddnet] the others under it work 17:09 <+bridge> [ddnet] i dont see the tileflags like you do 17:09 <+bridge> [ddnet] turn on info 17:10 <+bridge> [ddnet] where do i turn on info? 17:10 <+bridge> [ddnet] in editor top bar 17:10 <+bridge> [ddnet] ah, got it 17:11 <+bridge> [ddnet] i also mapped u the reason 17:11 <+bridge> [ddnet] it hlips H first, then its flips V, so it looks same but is flipped then all 17:12 <+bridge> [ddnet] thats the reason why it breaks 17:13 <+bridge> [ddnet] so for each type, the upper one works and the lower ones dont 17:13 <+bridge> [ddnet] i think always if the 3rd dimensional vector is rotated basically xD 17:14 <+bridge> [ddnet] so V and H always have to be on together? 17:14 <+bridge> [ddnet] i think so yes 17:14 <+bridge> [ddnet] or better 17:15 <+bridge> [ddnet] if H is enabled v has to be too 17:15 <+bridge> [ddnet] H -> V 17:15 <+bridge> [ddnet] ok nvm its vice versa probs 17:15 <+bridge> [ddnet] yeah rotations are either only 90° or both flags 17:16 <+bridge> [ddnet] its defs confusing xD 17:16 <+bridge> [ddnet] do mappers always check all stoppers by hand or what XD 17:17 <+bridge> [ddnet] you know which of each are correct and which are broken? 17:17 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/793875362634661968/unknown.png 17:17 <+bridge> [ddnet] if h or V is present, enable both 17:17 <+bridge> [ddnet] else it doesnt matter 17:17 <+bridge> [ddnet] so top will work 17:18 <+bridge> [ddnet] sure? V looks like it is pointing up, VH points down 17:18 <+bridge> [ddnet] yes but thats the problem 17:18 <+bridge> [ddnet] u basically rotate it in the 3rd dimension 17:18 <+bridge> [ddnet] so its not the same arrow 17:18 <+bridge> [ddnet] V -> remove V 17:18 <+bridge> [ddnet] H -> add V? 17:18 <+bridge> [ddnet] oop 17:18 <+bridge> [ddnet] wait 17:19 <+bridge> [ddnet] well if all maps are correct 17:19 <+bridge> [ddnet] yeah if the upper row is correct? 17:19 <+bridge> [ddnet] that shouldnt even exists 17:21 <+bridge> [ddnet] for server code 17:21 <+bridge> [ddnet] it could just ignore V and H if not the other is present 17:21 <+bridge> [ddnet] (doesnt fix this issue tho) 17:21 <+bridge> [ddnet] or add one of each 17:23 <+bridge> [ddnet] ok server code: 17:23 <+bridge> [ddnet] If only H is present add V, bcs that doesnt change the tile 17:23 <+bridge> [ddnet] 17:23 <+bridge> [ddnet] if only V is present, remove V 17:28 <+bridge> [ddnet] are only stoppers affected? 17:28 <+bridge> [ddnet] I think so 17:28 <+bridge> [ddnet] Anyone got a map that was broken so we can test it first? 17:29 <+bridge> [ddnet] it works on this test map 17:29 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/793878350446723072/test2.map 17:29 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/793878375000178718/test2-mirrored.map 17:29 <+bridge> [ddnet] (the now fixed code that is) 17:31 <+bridge> [ddnet] the 3 main lines of the fix are now: 17:31 <+bridge> [ddnet] ``` 17:31 <+bridge> [ddnet] if tile.id == 60 { 17:31 <+bridge> [ddnet] tile.flags.set(TileFlags::FLIP_V, tile.flags.contains(TileFlags::FLIP_H)) 17:31 <+bridge> [ddnet] } 17:31 <+bridge> [ddnet] ``` 17:32 <+bridge> [ddnet] the first operand is the flag to be set to the boolean of the second operand 17:32 <+bridge> [ddnet] ok 17:32 <+bridge> [ddnet] looks correct 17:32 <+bridge> [ddnet] 👍 17:32 <+bridge> [ddnet] thanks for the support @Jupstar ✪ @arch1t3cht30 :heartw: 17:32 <+bridge> [ddnet] what do u do if the stopper looks left? 17:33 <+bridge> [ddnet] are u removing v then and only set 90°? 17:33 <+bridge> [ddnet] not that V and 90 is active 17:33 <+bridge> [ddnet] the transformation that happens before is clean mirroring of tiles 17:33 <+bridge> [ddnet] these two conditions basically 17:33 <+bridge> [ddnet] ok 17:33 <+bridge> [ddnet] this is the clean up function that is called afterwards 17:33 <+bridge> [ddnet] alright 17:34 <+bridge> [ddnet] I tried my own test2-mirrored on test server and seems to work, thanks @Patiga 17:34 <+bridge> [ddnet] wait 17:34 <+bridge> [ddnet] sure the tiles were mirrored? or did they stay the same (but are working) 17:34 <+bridge> [ddnet] they look the same 17:34 <+bridge> [ddnet] but they are mirrored 17:35 <+bridge> [ddnet] u basically rotation around the same achsis 17:35 <+bridge> [ddnet] <Дядя Женя> who even decided that this is somehow interesting? 17:36 <+bridge> [ddnet] I also knew that this would evoke this reaction by part of the community, but wanted to have some fun event for a day anyway 17:36 <+bridge> [ddnet] yeah just ignore them xD 17:36 <+bridge> [ddnet] <Дядя Женя> > fun 17:36 <+bridge> [ddnet] few are always anti 17:37 <+bridge> [ddnet] <Дядя Женя> I'm ok with that, but that's just causes some confusion at first 17:37 <+bridge> [ddnet] yea okay it seems to be correct @deen ;) 17:37 <+bridge> [ddnet] <Дядя Женя> then you just ignore mirroring 17:37 <+bridge> [ddnet] its not for ever 😄 17:37 <+bridge> [ddnet] <Дядя Женя> so I'm curious where is the fun here 17:38 <+bridge> [ddnet] ? XD 17:38 <+bridge> [ddnet] @deen is there a way to detect if there is stoppers in a map? like the webside shows if theres rocket, solo, jetpack etc.. because then just reverse all the maps without stoppers ? 17:38 <+bridge> [ddnet] Too many maps with stoppers 17:38 <+bridge> [ddnet] Patiga has a fix already 17:38 <+bridge> [ddnet] oh nice 17:39 <+bridge> [ddnet] Might take me ~1 hour to sync 2 GB of maps to all servers again 17:40 <+bridge> [ddnet] Well, Patiga suggested it for April Fools, but I didn't want to wait that long. For me it's some harmless fun where nearly everything should still work. But of course not everyone will like it. 17:41 <+bridge> [ddnet] <Дядя Женя> for april first it's at least somewhat fun, because you're confused why everything is broken and turns out today is april fools day 17:42 <+bridge> [ddnet] well a new year is a turn in numbers, so fitting to this, ddnet turns around the maps 17:42 <+bridge> [ddnet] isnt that fun 17:43 <+bridge> [ddnet] he should add an option permanently, [] Mirror cup 17:46 <+bridge> [ddnet] sec are laser doors the same? 17:46 <+bridge> [ddnet] tag @deen 17:50 <+bridge> [ddnet] how to do doors in the editor? ^^ 17:50 <+bridge> [ddnet] they look inactive for me 17:50 <+bridge> [ddnet] i placed DDOR (240) and length 3 (210) next to each other 17:51 <+bridge> [ddnet] no idea, never seen them mirrored 17:51 <+bridge> [ddnet] ah fair 17:52 <+bridge> [ddnet] they _should_ not be affected since they are placed with 2 blocks 17:52 <+bridge> [ddnet] but the tool doesnt check which block it is rotating, and simply rotates everything 17:52 <+bridge> [ddnet] so the question is 17:52 <+bridge> [ddnet] are there blocks that must not be blindly rotated 17:52 <+bridge> [ddnet] (only in game/front/switch layers) 17:53 <+bridge> [ddnet] maybe u should ask, what should be mirrored 17:53 <+bridge> [ddnet] its probs less 17:54 <+bridge> [ddnet] on luminati the doors seem to work 17:54 <+bridge> [ddnet] speedups, stoppers, bullets, rotating laser things 17:54 <+bridge> [ddnet] dunno xd 17:55 <+bridge> [ddnet] lets go through them 17:55 <+bridge> [ddnet] speedups have an angle between 0 and 360 17:55 <+bridge> [ddnet] i rotate them by doing 180 - angle 17:55 <+bridge> [ddnet] +360 if it is negative 17:55 <+bridge> [ddnet] stoppers are hopefully fixed now 17:55 <+bridge> [ddnet] bullets? 17:55 <+bridge> [ddnet] exploding bullets 17:55 <+bridge> [ddnet] and spinning lasers 17:56 <+bridge> [ddnet] from tile 203 17:56 <+bridge> [ddnet] on front and game layer 17:56 <+bridge> [ddnet] okay thankfully this _should_ not be critical on most maps, since they are will probably spawn like normal and go into their loop 17:56 <+bridge> [ddnet] and switch layer has them too 17:57 <+bridge> [ddnet] but for bullets they define the direciton 17:57 <+bridge> [ddnet] where they "shoot" 17:57 <+bridge> [ddnet] gonna look on intermediate 17:57 <+bridge> [ddnet] hm then mirroring normally should work on them, no? 17:58 <+bridge> [ddnet] if they not as buggy as stoppers XD 17:58 <+bridge> [ddnet] point taken 17:59 <+bridge> [ddnet] yes 17:59 <+bridge> [ddnet] they are bvroken 17:59 <+bridge> [ddnet] @Patiga 17:59 <+bridge> [ddnet] same fix as stoppers? 17:59 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/793886048262422589/screenshot_2020-12-30_17-59-34.png 17:59 <+bridge> [ddnet] probably 17:59 <+bridge> [ddnet] see the second from left 17:59 <+bridge> [ddnet] it looks down 17:59 <+bridge> [ddnet] but goes left right 18:02 <+bridge> [ddnet] spinning lasers cant be rotated at all in the editor 18:03 <+bridge> [ddnet] so cant check if they break 18:05 <+bridge> [ddnet] @deen maybe we should disable mirroring in the editor for game layers completly? or is there a case when its useful other than rotating a hook tile for design xd 18:07 <+bridge> [ddnet] yeah, sounds good to me 18:29 <+bridge> [ddnet] sent deen a fix, it includes: 18:29 <+bridge> [ddnet] rotating laser fixes 18:29 <+bridge> [ddnet] handle bullets the same as stoppers 18:29 <+bridge> [ddnet] alright 18:29 <+bridge> [ddnet] i could find another thing that could break on the quick 18:30 <+bridge> [ddnet] there are more tiles that arent rotateable 18:30 <+bridge> [ddnet] but i have no idea if they break 18:37 <+bridge> [ddnet] @Jupstar ✪ you know why some rooms are reverse? i mean i read someone speack about makign troll maps where its reversed not long ago but damn 18:38 <+bridge> [ddnet] @Dry Wall do u mean, that the maps are mirrored? 18:38 <+bridge> [ddnet] thats a event 18:38 <+bridge> [ddnet] yes 18:38 <+bridge> [ddnet] especially for older players that know most maps, its probably pretty funny 18:38 <+bridge> [ddnet] oh 18:38 <+bridge> [ddnet] bcs its the same map just "harder" in a way u cannot rely on muscle memory so easy 😄 18:43 <+bridge> [ddnet] How long will it last and when did it start xD 18:43 <+bridge> [ddnet] Btw I like it 18:43 <+bridge> [ddnet] For the rest of the year 18:43 <+bridge> [ddnet] 😄 18:43 <+bridge> [ddnet] it will last until new year is over 18:43 <+bridge> [ddnet] xD 18:43 <+bridge> [ddnet] Lel 18:43 <+bridge> [ddnet] Multimap would be crazy 18:43 <+bridge> [ddnet] @Jupstar ✪ Do you know what's up with bidirectional stoppers? 18:44 <+bridge> [ddnet] do we also need to special-case them? 18:44 <+bridge> [ddnet] i've no idea, but i can test 18:45 <+bridge> [ddnet] would be nice, thanks 18:46 <+bridge> [ddnet] they seem to be fine 18:47 <+bridge> [ddnet] speeders, hookthrough? (64, 65, 67) 18:47 <+bridge> [ddnet] and the all side stoppers cannot be changed in editor 18:48 <+bridge> [ddnet] oh, they have a function 18:48 <+bridge> [ddnet] didnt know 😄 18:48 <+bridge> [ddnet] always thought they just a arrow xD 18:50 <+bridge> [ddnet] I've no idea how they even work 19:15 <+bridge> [ddnet] better check new ht tile as well 19:20 <+bridge> [ddnet] good point 19:20 <+bridge> [ddnet] is broken too 19:20 <+bridge> [ddnet] @Patiga 19:21 <+bridge> [ddnet] the one sided hookthorugh allows you to hook through it 19:21 <+bridge> [ddnet] luckily that is already included in my pessimistic fix 19:21 <+bridge> [ddnet] 👀 is there any ~~bots~~ dummy client that can fill up a server. preferably 200 of them. 19:21 <+bridge> [ddnet] are u just rotating most stuff now? 😄 19:22 <+bridge> [ddnet] yea, my next pessimistic fix is to normalize the rotation on all game/front/switch layer tiles 19:22 <+bridge> [ddnet] @TsFreddie would like to have that too 😛 19:22 <+bridge> [ddnet] didnt realize on my pessimistic fix that i could just do it for all tiles 19:22 <+bridge> [ddnet] (except for the tiles layers) 19:23 <+bridge> [ddnet] i c 19:53 <+ChillerDragon> @TsFreddie to test servers use dbg_dummies 19:53 <+ChillerDragon> or use clients that are low in ressources like this one https://github.com/chillerbot/chillerbot-h7 19:54 <+ChillerDragon> https://www.youtube.com/watch?v=JU8U858lXa8 19:54 <+ChillerDragon> barley uses cpu 19:55 <+ChillerDragon> or there is the known hax client k-client that can spawn a zillion dummies 19:57 <+ChillerDragon> or u quickly edit the timout protection code to keep all tees that joined forever and reconnect a few times 19:57 <+bridge> [ddnet] I also have a udp-relay.py from somewhere that clones one client to any number you want 19:57 <+ChillerDragon> so many options 19:58 <+ChillerDragon> does cloning directly work tho? with anti spoof codes and stuff? 20:00 <+bridge> [ddnet] I think I have to disable antispoofing and allow more than 4 clients per ip 20:00 <+bridge> [ddnet] rest is fine 20:01 <+ChillerDragon> interesting