00:30 < bridge> [ddnet] @lynn it really depends on the size of the map. 100 MB max, average is maybe 25 MB 00:31 < bridge> [ddnet] oh interesting 00:31 < bridge> [ddnet] so super light 00:31 < bridge> [ddnet] i imagine cpu utilization is pretty low 00:32 < bridge> [ddnet] im getting an NFO server but i also plan on hosting an mc server now. i want to alloc 2gb for the mc server so 3gb should still be enough probably 00:32 < bridge> [ddnet] maybe ill do 4 anyway 00:32 < bridge> [ddnet] 1 gb should be enough from ddnet side definitely. We used to run RUS on 256 MB of RAM for a long time 00:33 < bridge> [ddnet] alright, in that case i will do 3gb to save a bit 00:33 < bridge> [ddnet] thank you 00:33 < bridge> [ddnet] swapping is actually not that bad, since most parts of the map are actually not played on 00:33 < bridge> [ddnet] CPU usage can be high, depends on the cpu your server has. nfoservers is generally good, so should be fine 00:33 < bridge> [ddnet] yeah they seem really good so far for the price 00:33 < bridge> [ddnet] i bought a 2 core in GER like 5 days ago 00:34 < bridge> [ddnet] what does ddnet usa and can use? 00:34 < bridge> [ddnet] in terms of location + host 00:34 < bridge> [ddnet] i think i will go with the premium chicago location for usa 00:34 < bridge> [ddnet] plus it's super close to east can still 00:34 < bridge> [ddnet] we have nfoservers dallas for ddnet usa, ovh for CAN 00:35 < bridge> [ddnet] thanks 00:35 < bridge> [ddnet] are all of them VPS and not bare metal? 00:35 < bridge> [ddnet] i suppose it could depend on server load 00:36 < bridge> [ddnet] the ones we use or nfoservers offers? 00:37 < bridge> [ddnet] We mostly have vpses since dedicated servers are way too expensive 00:37 < bridge> [ddnet] nfoservers also has dedicated servers at ~100 $ / month 00:38 < bridge> [ddnet] yea i figured 00:38 < bridge> [ddnet] and the ones you use 00:38 < bridge> [ddnet] only GER and NLD are dedicated servers at the moment 00:38 < bridge> [ddnet] i think most things are network-limited rather than any other factor anyway. 00:38 < bridge> [ddnet] not worth spending much on ram/cpu 07:18 < bridge> [ddnet] Do we need to be able to set hookline color? 07:18 < bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/841544893846257694/unknown.png 07:19 < bridge> [ddnet] by hussainx3 07:29 < bridge> [ddnet] That description label gotta go tho. 07:29 < bridge> [ddnet] hookcollision sounds aweful anyway 07:29 < bridge> [ddnet] everyone says hookline 07:30 < bridge> [ddnet] but the config is called hook collision 07:30 < bridge> [ddnet] hook line should be fine 07:30 < bridge> [ddnet] even collision is better than "coll" tho 07:30 < bridge> [ddnet] it gets too big then 😄 07:30 < bridge> [ddnet] so line should be fine :kek: 07:31 < bridge> [ddnet] but there are 3 colors still 😄 07:31 < bridge> [ddnet] Hookline no collision 07:31 < bridge> [ddnet] hookline hookable collision etc. 07:32 < bridge> [ddnet] or Hookline as header 07:32 < bridge> [ddnet] and then the 3 things 07:32 < bridge> [ddnet] Hookline: miss / Hookline: hookable / Hookline: tee, why do we need collision 07:32 < bridge> [ddnet] but miss sounds weird 07:32 < bridge> [ddnet] but yeah for the others it doesnt matter 07:32 < bridge> [ddnet] 👀 it is technically missing hooks tho 07:35 < bridge> [ddnet] its technically also no collision xD 07:35 < bridge> [ddnet] i guess 07:35 < bridge> [ddnet] coll 07:35 < bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/841549033722216468/unknown.png 07:35 < bridge> [ddnet] its shortened in the config 07:35 < bridge> [ddnet] Hook coal 07:35 < bridge> [ddnet] thats why i named it coll 07:35 < bridge> [ddnet] "no hit 07:36 < bridge> [ddnet] no hit is good 07:36 < bridge> [ddnet] easy and short 07:37 < bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/841549439742378034/unknown.png 07:38 < bridge> [ddnet] pro UX designer 07:38 < bridge> [ddnet] insane 07:39 < bridge> [ddnet] ~~translation time~~ 07:39 < bridge> [ddnet] 没有命中 07:39 < bridge> [ddnet] oof 07:39 < bridge> [ddnet] me no liking that 07:40 < bridge> [ddnet] 沒有命中 07:40 < bridge> [ddnet] dude how do ppl see the difference while reading 07:40 < bridge> [ddnet] its like 1 pixel difference xD 07:40 < bridge> [ddnet] you don't 07:40 < bridge> [ddnet] we can just read either, it doesn't matter that much 07:40 < bridge> [ddnet] ok xD 07:41 < bridge> [ddnet] it only matters in these 07:41 < bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/841550522997538826/unknown.png 07:41 < bridge> [ddnet] i can regognize most asian languages 07:41 < bridge> [ddnet] chinese is very full 07:41 < bridge> [ddnet] japanese is very light 07:41 < bridge> [ddnet] korean is a mix of both xD 07:42 < bridge> [ddnet] korean has circles 07:42 < bridge> [ddnet] lol 07:42 < bridge> [ddnet] yeah that too 07:43 < bridge> [ddnet] japanese has a smiley as character 07:43 < bridge> [ddnet] ッ 07:43 < bridge> [ddnet] ッ 07:43 < bridge> [ddnet] we have this 07:43 < bridge> [ddnet] 囧 07:44 < bridge> [ddnet] yeah and in europe u'd be called an arist genius if u draw this 07:44 < bridge> [ddnet] what message did the artist hide in this 07:44 < bridge> [ddnet] so many questions to analyze 07:45 < bridge> [ddnet] time to auction my writing 07:45 < bridge> [ddnet] yeah and in europe u'd be called an artist genius if u draw this 08:10 < bridge> [ddnet] https://streamable.com/62l4e8 08:15 < bridge> [ddnet] nice, new episode of what music does tsfreddie hear xd 08:15 < bridge> [ddnet] :justatest: 13:01 < bridge> [ddnet] @TsFreddie if a kog map has a tune zone(and you dont hit it) the jetpack bug still happens 13:01 < bridge> [ddnet] :kek: 13:01 < bridge> [ddnet] example "TheCube" 13:02 < bridge> [ddnet] currently voted 13:02 < bridge> [ddnet] I'll check it out 13:08 < bridge> [ddnet] I still don't have it 13:08 < bridge> [ddnet] Just like last time.. emm 13:09 < bridge> [ddnet] i dunno, as soon as i hit the zone its gone but when i join its there 13:10 < bridge> [ddnet] sounds fixable 13:11 < bridge> [ddnet] funny thing is, it only happens sometimes apparetnly 13:11 < bridge> [ddnet] Might be kog that is sending weird tune 0 13:24 < bridge> [ddnet] has anyone tried this https://arduboy.com/ 13:24 < bridge> [ddnet] > Arduboy FX is a miniature game system the size of a credit card. Now better than ever pre-installed with over 200 games! Arduboy FX can be reprogrammed and is open source so you can learn to code and create your own games. 13:26 < bridge> [ddnet] @Jupstar ✪ are you getting the jetpack thing semiconsistently? 13:27 < bridge> [ddnet] https://github.com/ddnet/ddnet/blob/ba6759fe790fb27545cf47380abe910807fcbd6a/src/game/client/prediction/entities/character.cpp#L85 13:29 < bridge> [ddnet] i'm afraid of touching it. but 85~86 might be the reason you are getting that. 13:30 < bridge> [ddnet] `m_LastJetpackStrength` is initialized with 400.0f too 13:33 < bridge> [ddnet] i dunno it happened, then it didnt happen, then it happened for a few seconds 13:34 < bridge> [ddnet] maybe someone has to hit the tunezone or smth 13:34 < bridge> [ddnet] and it is only being updated if there is a tune that has jetpack strength over 0, so it isn't getting updated regularly... m_LastJetpackStrength = Tuning()->m_JetpackStrength; 13:34 < bridge> [ddnet] and it is only being updated if there is a tune that has jetpack strength over 0, so it isn't getting updated regularly... https://github.com/ddnet/ddnet/blob/ba6759fe790fb27545cf47380abe910807fcbd6a/src/game/client/prediction/entities/character.cpp#L1156 13:35 < bridge> [ddnet] i'll check again in like an hour 14:20 < bridge> [ddnet] @TsFreddie dunno, i join 15 times, and then it happened again 14:20 < bridge> [ddnet] random af 14:21 < bridge> [ddnet] currently i have it again xd 14:22 < bridge> [ddnet] 👀 can you try changing https://github.com/ddnet/ddnet/blob/ba6759fe790fb27545cf47380abe910807fcbd6a/src/game/client/prediction/entities/character.cpp#L1022 to 0 14:23 < bridge> [ddnet] Would be cool if it could be transparent too. So it only shows, when you can hook for example. 14:24 < bridge> [ddnet] u can make it the same color as entities background 14:25 < bridge> [ddnet] our color selector doesnt support transparency if im not incorrect 14:29 < bridge> [ddnet] i dunno, it doesnt happen currently, do you think it could be caused by smth the server sends, u said smth like that before, didnt ya? 14:30 < bridge> [ddnet] its really random, but im sure it does happen sometimes xD 14:30 < bridge> [ddnet] i did. but i'm not sure. 14:30 < bridge> [ddnet] i can ofc try with valgrind or ubsan again 14:30 < bridge> [ddnet] ~~who doesn't love randomness~~ 14:31 < bridge> [ddnet] @Jupstar ✪ Yeah, no big deal, but i have a map as background, so that wont work :justatest: 14:39 < bridge> [ddnet] nope, no chance, its either not client related or depends on the timing of some network packets or smth 14:40 < bridge> [ddnet] but demo does not show it 14:40 < bridge> [ddnet] so not sure about that 14:40 < bridge> [ddnet] 🤔 14:40 < bridge> [ddnet] have you tried initialize `m_LastJetpackStrength` with 0 14:41 < bridge> [ddnet] the problem is, in debug mode i dont get it at all 14:42 < bridge> [ddnet] atleast not yet 14:42 < bridge> [ddnet] its too random 14:42 < bridge> [ddnet] hmm 14:42 < bridge> [ddnet] maybe that's why i'm not getting it 14:42 < bridge> [ddnet] tf is this then 14:42 < bridge> [ddnet] but its not uninitliazed stuff 14:42 < bridge> [ddnet] tested with valgrind 14:43 < bridge> [ddnet] must be either the server or some weird timing 14:43 < bridge> [ddnet] `m_LastJetpackStrength` is initialized, but with 400.0f by default which i don't get. but i'm not sure what that member does 14:43 < bridge> [ddnet] when the server was full i had it like 10 times in a row xD 14:43 < bridge> [ddnet] maybe kog just send in tuning really late? 14:44 < bridge> [ddnet] ah, i indeed had it for like a millsecond when i joined a few tries ago 14:44 < bridge> [ddnet] can that packet be dropped or smth? 14:45 < bridge> [ddnet] i have no idea 14:45 < bridge> [ddnet] no 14:45 < bridge> [ddnet] it'll get resent 14:45 < bridge> [ddnet] now i have it in debug mode 14:45 < bridge> [ddnet] finally xD 14:45 < bridge> [ddnet] after like 40 resets 14:45 < bridge> [ddnet] what can i test to help u? 14:45 < bridge> [ddnet] :justatest: 14:46 < bridge> [ddnet] initialize `m_LastJetpackStrength` with 0 14:46 < bridge> [ddnet] i can't get it on my end no matter how many time i tried 14:46 < bridge> [ddnet] should i just change it in the debugger? 14:46 < bridge> [ddnet] idk. maybe change it when you first join if you can 14:46 < bridge> [ddnet] or is it important that its initialized like that 14:47 < bridge> [ddnet] i have no idea. but i'm just suspecting that is making your client thinking it has jetpack. 14:47 < bridge> [ddnet] because this thing 14:47 < bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/841657851944632370/unknown.png 14:48 < bridge> [ddnet] changed it to 0 in run time and didnt change the behavior 14:48 < bridge> [ddnet] ah yeah 14:48 < bridge> [ddnet] its called 14:49 < bridge> [ddnet] the game just resets the value 14:49 < bridge> [ddnet] apparaently 14:49 < bridge> [ddnet] it resets every time character is created 14:49 < bridge> [ddnet] but yeah m_TuneZone is 0 14:49 < bridge> [ddnet] ``` 14:49 < bridge> [ddnet] if(GameWorld()->m_WorldConfig.m_PredictWeapons && Tuning()->m_JetpackStrength > 0) 14:49 < bridge> [ddnet] { 14:49 < bridge> [ddnet] m_LastJetpackStrength = Tuning()->m_JetpackStrength; 14:50 < bridge> [ddnet] m_Jetpack = true; 14:50 < bridge> [ddnet] m_aWeapons[WEAPON_GUN].m_Got = true; 14:50 < bridge> [ddnet] m_aWeapons[WEAPON_GUN].m_Ammo = -1; 14:50 < bridge> [ddnet] m_NinjaJetpack = pChar->m_Weapon == WEAPON_NINJA; 14:50 < bridge> [ddnet] } 14:50 < bridge> [ddnet] 14:50 < bridge> [ddnet] ``` 14:50 < bridge> [ddnet] this is always called 14:50 < bridge> [ddnet] and sets it 14:50 < bridge> [ddnet] and you still have jetpack pred? 14:50 < bridge> [ddnet] yes 14:51 < bridge> [ddnet] interesting 14:51 < bridge> [ddnet] now i changed team, bcs someone dragged me around 14:51 < bridge> [ddnet] and its gone 14:51 < bridge> [ddnet] in t0 its there again 14:51 < bridge> [ddnet] xD 14:52 < bridge> [ddnet] 😢 14:52 < bridge> [ddnet] I still remain suspicion about what kog sends in tuning 14:53 < bridge> [ddnet] i mean Tuning()->m_JetpackStrength is > 0 14:53 < bridge> [ddnet] why doesnt it call there GetTuning btw? 14:53 < bridge> [ddnet] is that yet another tuning? 14:54 < bridge> [ddnet] that is current tuning instead of tunezone 14:54 < bridge> [ddnet] so for character it uses what server sends you instead of gussing them based on tunezone 14:55 < bridge> [ddnet] also, this Tuning() one should be copied from CGameClient at all time. `gameclient.cpp:2239` 14:56 < bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/841659934646468608/unknown.png 14:56 < bridge> [ddnet] but shouldnt ppl with old client versions also get this then? 14:56 < bridge> [ddnet] i mean what changed that its visible now 😄 14:56 < bridge> [ddnet] :justatest: 14:56 < bridge> [ddnet] brain hurts 14:57 < bridge> [ddnet] ah funny 14:57 < bridge> [ddnet] when im the third person on the server it happens xD 14:57 < bridge> [ddnet] wdym third person 14:58 < bridge> [ddnet] yeah dunno it currently happens always 14:58 < bridge> [ddnet] maybe bcs i didnt restart game 14:58 < bridge> [ddnet] is that you btw 14:58 < bridge> [ddnet] yes 15:05 < bridge> [ddnet] found it 15:06 < bridge> [ddnet] ez 15:06 < bridge> [ddnet] jetpackstrength is getting overriden after the copy. so server does have 0 for jetpack 15:06 < bridge> [ddnet] but weirdly it is getting overriden in CGameWorld::Tick() 15:07 < bridge> [ddnet] oh, and that happens only rarely? 😄 15:08 < bridge> [ddnet] nope. 15:08 < bridge> [ddnet] some predicted entity is changing the jetpack tuning 15:08 < bridge> [ddnet] not sure which one yet 15:09 < bridge> [ddnet] probs one of these two nobos in the tune zone xd 15:11 < bridge> [ddnet] but nothing is changing jetpack tuning directly 15:12 < bridge> [ddnet] found it 15:12 < bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/841664141622116382/unknown.png 15:13 < bridge> [ddnet] nice 15:14 < bridge> [ddnet] should be checking whether this character is local before overwriting the entire world's tuning 15:14 < bridge> [ddnet] is what i'm guessing 15:22 < bridge> [ddnet] ok, can we clamp the transparency setting for showothers 15:22 < bridge> [ddnet] got asked why showothers isn't working 15:22 < bridge> [ddnet] add more skins to the database, take some from teeworlds data server 15:22 < bridge> [ddnet] took awhile for me to realize that he turned it all the way up. 15:24 < bridge> [ddnet] who and what 15:28 < bridge> [ddnet] someone need to setup the php code for the community skins option 15:28 < bridge> [ddnet] then we can do it 15:29 < bridge> [ddnet] Php :justatest: :pepeH: 15:29 < bridge> [ddnet] :pepeH: 15:30 < bridge> [ddnet] yeah i can't setup the website locally 15:31 < bridge> [ddnet] i dunno what i do wrong 15:31 < bridge> [ddnet] the .sh scripts cannot be executed with my apache setup, but dunno what i need to install 15:31 < bridge> [ddnet] (the .sh scripts that are called by php) 15:32 < bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/841669004698976266/unknown.png 15:33 < bridge> [ddnet] php api is like c standard just more undefined xD 15:34 < bridge> [ddnet] i read somewhere a rant that %j doesnt give the day of the year in php 15:35 < bridge> [ddnet] or smth like that, but was funny 15:35 < bridge> [ddnet] lets copy c and make it more random 16:27 < bridge> [ddnet] `/swap` is broken 16:28 < bridge> [ddnet] on purpose tho 16:29 < bridge> [ddnet] there is a bug 16:29 < bridge> [ddnet] so its "disabled" 16:29 < bridge> [ddnet] kk good just letting u know 16:29 < bridge> [ddnet] maybe could remove the command if you disable a feature 16:29 < bridge> [ddnet] so people dont get confused 16:29 < bridge> [ddnet] but not that important 16:29 < bridge> [ddnet] yeah 16:30 < bridge> [ddnet] that is planed if nobody fixes it 16:30 < bridge> [ddnet] yeah, but then I neeed to add another option and some devs are against me adding new options 16:30 < bridge> [ddnet] or I just remove it entirely, but that seems even more hacky 16:30 < bridge> [ddnet] can the console register not be disabled? 16:30 < bridge> [ddnet] the one line 16:30 < bridge> [ddnet] yes, but then I can't reenable it again 16:31 < bridge> [ddnet] Well, needs a code fix anyway in this case 16:31 < bridge> [ddnet] ah yeah, but guess u need to recompile next time it gets fixed anyway 😄 16:31 < bridge> [ddnet] yeah 😄 16:31 < bridge> [ddnet] you could remove these config options and add a simple flag to kill swaps: https://github.com/ddnet/ddnet/blob/ba6759fe790fb27545cf47380abe910807fcbd6a/src/engine/shared/config_variables.h#L232-L233 16:32 < bridge> [ddnet] what value to set them to though? 16:32 < bridge> [ddnet] oh, there are even 3 options 16:32 < bridge> [ddnet] the ones we currently use 16:32 < bridge> [ddnet] I think they are too high, makes the feature annoying 16:33 < bridge> [ddnet] it seems that there's conflict about the purpose of the feature 16:33 < bridge> [ddnet] i still vote for simple swap like /timeout would do 16:33 < bridge> [ddnet] instead of saving loading the characters 16:34 < bridge> [ddnet] it was introduced as a way for not having to explain /save/load or the timeout trick to new players 16:34 < bridge> [ddnet] yes 16:34 < bridge> [ddnet] i mean implementation wise 16:34 < bridge> [ddnet] but after that, opinions diverge on whether we want to make it much more convenient than the old trick or not 16:34 < bridge> [ddnet] its implemented with save load, but that only works with real team saves 16:34 < bridge> [ddnet] so its buggy rn 16:34 < bridge> [ddnet] and resets switches 16:34 < bridge> [ddnet] for the swapped tees 16:35 < bridge> [ddnet] imo the feature is just implemented too complex 16:36 < bridge> [ddnet] its easier to switch names/clan etc. instead of the character 17:17 < bridge> [ddnet] Even after hours of discussions we still managed to get swap wrong. Maybe let's just remove it?