01:51 <+bridge> [ddnet] @c0d3d3v in #5259 you didnt apply the velocity using clampvel as before, why? isnt that a physics change? 01:51 <+bridge> [ddnet] https://github.com/ddnet/ddnet/pull/5259 02:48 <+bridge> [ddnet] @deen wait !!! 02:49 <+bridge> [ddnet] @c0d3d3v we need the ability to adjust the ddrace hud from the server before the release!! 03:12 <+bridge> [ddnet] pls :C 03:14 <+bridge> [ddnet] GameInfoEx flags 05:36 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/986474320450711582/unknown.png 05:36 <+bridge> [ddnet] is there any way to quickly reload mapres? 05:37 <+bridge> [ddnet] would be nice for drawing mapres and reloading them to see the changes in-game quicker 06:37 <+bridge> [ddnet] i just replace it with the same file 06:45 <+bridge> [ddnet] yeah thats the fastest way i know 06:45 <+bridge> [ddnet] its a bit annoying with a lot of reloads + if you have folders inside the mapres folder 07:04 <+bridge> [ddnet] showing heatbox. 07:04 <+bridge> [ddnet] hehe) 09:08 <+bridge> [ddnet] @fokkonaut\: yea seeing spawn weapon ammo on fddrace in ddrace hud would be nice 09:15 <+bridge> [ddnet] the value was before NaN and therefor not clamp... so I did copy the behaviour 09:16 <+bridge> [ddnet] can weit till 16.3. 09:16 <+bridge> [ddnet] You requested before that to move ddnet char display info to ddnet character ... thats what I'm working on, before I add the other flags 09:16 <+bridge> [ddnet] can wait till 16.3. 09:16 <+bridge> [ddnet] You requested before that to move ddnet char display info to ddnet character ... thats what I'm working on, before I add the other flags 11:05 <+bridge> [ddnet] @louis how do you like this size for the dummy actions: 11:05 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/986556926630461490/unknown.png 11:05 <+bridge> [ddnet] its 2 units bigger, and on margin on the sides 1 unit bigger 11:39 <+ChillerDragon> omagawd joppey it broke again `error: cannot convert ‘std::chrono::nanoseconds’ {aka ‘std::chrono::duration >’} to ‘int’ in assignment` 11:39 <+ChillerDragon> wat an pain of a error message 11:41 <+ChillerDragon> oke fixed in 2 min but still -.- 12:00 <+bridge> [ddnet] Not my fault 12:04 <+ChillerDragon> u changed the `Now` thing again didnt u 12:05 <+ChillerDragon> any1 here playing on 2b2t? 12:06 <+ChillerDragon> @Ryozuki when build a good minecraft client in rust? 12:12 <+bridge> [ddnet] ChillerDragon: https://github.com/iceiix/stevenarella, https://github.com/Lea-fish/Leafish 12:12 <+ChillerDragon> yea leafish is a fork of stevenarella splitting the non existant dev base enven more 12:13 <+ChillerDragon> both clients are not functional enough to be used for playing the game in any capacity 12:13 <+ChillerDragon> leafish is literally ddnet adding new features but then not updating to new minecraft version xd 12:14 <+bridge> [ddnet] they look like the best starting points if you want a functional rust client for minecraft 12:14 <+bridge> [ddnet] perhaps you could even contribute, I'd imagine that being fun 🙂 12:14 <+ChillerDragon> yea sure ryo go contribute there 12:16 <+ChillerDragon> im actually thinking about switching to gitlab 12:17 <+ChillerDragon> well first of all m$ and gh being closed src. But now that i tried setting up my own CI runners on github and on gitlab i really wanna make the change 12:18 <+ChillerDragon> but only if gitlab pays me enough to promote their platform. Since i would lose a lot of followers that wont make the switch away from gh 12:27 <+bridge> [ddnet] i need lessons in c++. so i want to access GetGameInfo from scoreboard.cpp, but it's only in gameclient.cpp. is getgameinfo even intended to get accessed from other classes (right now it's only accesses from inside gameclient) 12:27 <+bridge> [ddnet] i see graphics()-> a lot in hud.cpp, which is from component.cpp i think / or it's passed on there or smthn. but hud doesn't #incdude component.cpp so how does hud.cpp get access to Graphics()-> at all? 12:28 <+bridge> [ddnet] i need lessons in c++. so i want to access GetGameInfo from scoreboard.cpp, but it's only in gameclient.cpp. is getgameinfo even intended to get accessed from other classes (right now it's only accesses from inside gameclient) 12:28 <+bridge> [ddnet] i see graphics()-> a lot in hud.cpp, which is from component.cpp i think / or it's passed on there or smthn. but hud doesn't #incdude component.cpp so how does hud.cpp get access to Graphics()-> at all? 😂 😅 12:33 <+bridge> [ddnet] can i just do this with gameinfo? `class IGraphics *CComponent::Graphics() const { return m_pClient->Graphics(); } 12:33 <+bridge> [ddnet] ` 12:39 <+ChillerDragon> are you workin on a pr for ddnet? 12:49 <+bridge> [ddnet] yes, on this https://github.com/ddnet/ddnet/pull/5401 12:50 <+bridge> [ddnet] hide the *goalshud* in ddrace mod 13:01 <+bridge> [ddnet] nvm, i can just acces gameclient from hud.cpp i think 14:17 <+bridge> [ddnet] Ah, well, thats not as important as customization i think :/ 14:18 <+bridge> [ddnet] Because my server needs ammo for example, i cant wait tbh :D 14:19 <+bridge> [ddnet] People will complain, and when implementing such features its always important to have the possibility to get the old behaviour back 14:19 <+bridge> [ddnet] Usually, not to break old mods, its sometimes even better to only use the new thing for new servers which fully support it, to not break older mods or smth 14:20 <+bridge> [ddnet] @cauldron what specifically prevents you from replicating the conditions from https://github.com/ddnet/ddnet/blob/c04aaac64a9df2577e01c3ed1d36860851939531/src/game/client/components/scoreboard.cpp#L69-L90 14:20 <+bridge> [ddnet] but thats too late now and not that big of a problem, if the customization comes (which shouldnt be too much code i think) 14:21 <+bridge> [ddnet] @cauldron e.g. 14:21 <+bridge> [ddnet] ```c++ 14:22 <+bridge> [ddnet] bool ShouldRenderGoals = m_pClient->m_Snap.m_pGameInfoObj && (m_pClient->m_Snap.m_pGameInfoObj->m_ScoreLimit || m_pClient->m_Snap.m_pGameInfoObj->m_TimeLimit || (m_pClient->m_Snap.m_pGameInfoObj->m_RoundNum && m_pClient->m_Snap.m_pGameInfoObj->m_RoundCurrent)); 14:22 <+bridge> [ddnet] ``` 14:24 <+bridge> [ddnet] +1 xd 14:42 <+bridge> [ddnet] I am currently working on the bouncy slime blocks and I have an edge case: If I hit two tiles, one is bouncy and one is normal, what should the behavior be? I currently implemented the max value, which means, as soon as you edge a bouncy block, you bounce. But from my personal experience on a trampoline, you usually slow down or stop when hitting an edge. What would you do? 14:42 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/986611686758830130/screenshot_2022-06-15_14-37-02.png 14:43 <+bridge> [ddnet] I could do this gradually, too, I am not limited to min/max, I could also mix them btw 14:46 <+bridge> [ddnet] perhaps you could take the bouncines from the block that the center of the tee is on 14:46 <+bridge> [ddnet] unless you only hit one block, then take that bounciness 14:49 <+bridge> [ddnet] that's the minimum :D 14:50 <+bridge> [ddnet] no, not the minimum 14:50 <+bridge> [ddnet] no it's not 15:13 <+bridge> [ddnet] @c0d3d3v i get first complaints... the hud withut Serverside customization kills my mod in some points 15:25 <+bridge> [ddnet] @heinrich5991 thank you, works perfectly and intuitive :3 15:29 <+bridge> [ddnet] chill... you also had enough time to implement yourself. I will try to add it today 15:47 <+bridge> [ddnet] i am on it already 15:48 <+ChillerDragon> watafk is this music 15:48 <+ChillerDragon> xxxxxxxxxxxxxxxxxxxxxxxxxxD 15:50 <+ChillerDragon> omg my tests are playing music aaaaaaaaaaaaaaaaaaaaaaaa 15:57 <+bridge> [ddnet] +1 i can't see Taser ammo 15:59 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/986631040741290045/unknown.png 15:59 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/986631153106702366/unknown.png 16:00 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/986631264905879562/unknown.png 16:05 <+bridge> [ddnet] this one feels overloaded 16:06 <+bridge> [ddnet] it does, but sometimes the server might need it. the server can of course also disable the ddrace hud for example in a vanilla based minigame or something 16:06 <+bridge> [ddnet] where only the damage and ammo is important 16:10 <+bridge> [ddnet] @heinrich5991 well nothing 😅 16:10 <+bridge> [ddnet] somethings wrong i can feel itttt 16:10 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/986633858055286854/unknown.png 16:11 <+bridge> [ddnet] I wouldn't want the hud to be too different between modes in consideration for new players 16:11 <+bridge> [ddnet] but resizing the spechud needs to know the conditions 16:11 <+bridge> [ddnet] if you are in a vanilla based gamemode, you of course want ammo and health and shields 16:11 <+bridge> [ddnet] that will stay the same 16:11 <+bridge> [ddnet] yeye just stating a concern 16:11 <+bridge> [ddnet] its just that a server that relies on the ammo count for example or has a minigame where you can get damage needs these 16:11 <+bridge> [ddnet] nothing more 16:12 <+bridge> [ddnet] cause if it's too different playing a different mode can be kind of daunting for someone who's new 16:12 <+bridge> [ddnet] that will not be the case, will never be too different 16:12 <+bridge> [ddnet] maybe ill lift the conditions up into onrender and modify the parameters in the goalshudrender and spechudrender 16:12 <+bridge> [ddnet] alright ^^ 16:12 <+bridge> [ddnet] @Welshi i know what you mean, but its important to make these switchable ingame 16:13 <+bridge> [ddnet] + make them switchable without relying on a game mode 16:13 <+bridge> [ddnet] @cauldron thanks 16:13 <+bridge> [ddnet] or on other stuff that is sent 16:13 <+bridge> [ddnet] maybe ill lift the conditions up into onrender and modify the parameters in the goalshudrender and spechudrender @heinrich5991 16:13 <+bridge> [ddnet] right now you can only get the ddrace hud by sending special information, which are also used for example for prediction and antiping. of course i dont want my players to not have these benefits, while i still need the vanilla hud in some situatons 16:14 <+bridge> [ddnet] maybe ill lift the conditions up into onrender and modify the parameters in the goalshudrender and spechudrender functions @heinrich5991 16:14 <+bridge> [ddnet] @cauldron btw, if you add a new flag, you can look at @fokkonaut's PR to see how to do it. but I'm in favor of not adding a new flag for that 16:14 <+bridge> [ddnet] https://github.com/ddnet/ddnet/pull/5427 16:16 <+bridge> [ddnet] ok, yeah i think "lifting up" the conditions is the most seamless way. but if there would me more hud stuff dependend on game type it might be worth it 16:16 <+bridge> [ddnet] the idea is that the DDNet flag is only used as fallback 16:16 <+bridge> [ddnet] ok, yeah i think "lifting up" the conditions is the most seamless way. but if there would me more hud stuff dependend on game type it might be worth it adding a flag 16:16 <+bridge> [ddnet] otherwise we'll get mods pretending to be ddnet when they actually aren't 16:16 <+bridge> [ddnet] because they can't set the flags individually 16:18 <+bridge> [ddnet] cant the code be smart enough to determine the gametype without "gametype spoofing" 16:20 <+bridge> [ddnet] if they cant set the flags make other gametypes default to "other" and ddrace "ddrace" 16:21 <+bridge> [ddnet] but i dont know the codebase enough to 16:21 <+bridge> [ddnet] know whats best 16:24 <+bridge> [ddnet] I'm not sure what exactly you mean. the idea is that the server should be able to specify what parts of the HUD to display 16:25 <+bridge> [ddnet] if it can only do so via pretending to be ddnet and getting all ddnet-specific features, like freeze prediction etc., that's a bad thing because the mod might actually be incompatible with them 16:26 <+bridge> [ddnet] but this is kinda unrelated to the problem at hand — a ddnet server could still potentially have a time limit for a map, and a non-ddnet server can still have no condition for ending a round, so the best way forward is to explicitly check for the "no goals" condition and not use a proxy for that IMO 16:28 <+bridge> [ddnet] hmmmm... i dont know how to edit the ddnet server code, so that it doesnt "request" to show the goalshud 16:28 <+bridge> [ddnet] okay, more clearly: 16:28 <+bridge> [ddnet] don't check for flags etc. 16:28 <+bridge> [ddnet] check the condition I posted above 16:29 <+bridge> [ddnet] this condition 16:29 <+bridge> [ddnet] it's true precisely when the goals would be non-empty 16:31 <+bridge> [ddnet] so what should i do now? server or lift conditions? 16:31 <+bridge> [ddnet] i have to go off 16:31 <+bridge> [ddnet] lift condition, probably, if I understand you correctly 16:32 <+bridge> [ddnet] sorry for being unclear 16:53 <+bridge> [ddnet] @heinrich5991 master down 17:07 <+bridge> [ddnet] :POGGIES: 17:08 <+bridge> [ddnet] :bluekitty: 17:18 <+bridge> [ddnet] i guess its an improvement 17:18 <+bridge> [ddnet] https://www.bleepingcomputer.com/news/security/thousands-of-github-aws-docker-tokens-exposed-in-travis-ci-logs/ 17:18 <+bridge> [ddnet] :sue: 17:18 <+bridge> [ddnet] well i'd have to see it ingame but ye i think its better 17:20 <+bridge> [ddnet] why is it, that there is no master2 running? 17:20 <+bridge> [ddnet] cant we like create a github repo 17:20 <+bridge> [ddnet] and make master4 redirect to a server.json so its never completly down 17:21 <+bridge> [ddnet] @Ravie told the old size is better because it is the same size as the icons on the left side... so one size for all icons 17:21 <+bridge> [ddnet] probably cause he wants everything to be scaled perfectly between game and .png 17:22 <+bridge> [ddnet] but i realized that people probably won't be looking at that all the time so it's fine if it's 2 pixels larger or smaller 17:22 <+bridge> [ddnet] What would you prefer, having it a little bit bigger, or the same size as the icons on the left 17:23 <+bridge> [ddnet] if it's only a bit bigger, it doesn't matter to me 17:23 <+bridge> [ddnet] xD 17:24 <+bridge> [ddnet] i mean like if they are still on the far right of the screen i change my mind about size cause you still have to move your eyes 17:24 <+bridge> [ddnet] that too but proportions get messed up 17:25 <+bridge> [ddnet] do you have an idea for a better spot? Are you a dummy player? 17:26 <+bridge> [ddnet] im not a dummy player so maybe don't ask me 17:26 <+bridge> [ddnet] maybe tryhards would like them in a circle around the main tee with alpha so they don't have to look away but i don't think any hud elements are so important for that 17:26 <+bridge> [ddnet] I think the main feature for it is only to check if your binds decativated this actions. 17:27 <+bridge> [ddnet] i think those are more useful for just checking if you have copy on before a solo part or smth 17:27 <+bridge> [ddnet] yeah 18:04 <+bridge> [ddnet] take average value? 18:13 <+bridge> [ddnet] I already solved it, but taking the average would be the worst option 18:13 <+bridge> [ddnet] i would bounce normally if there is no adjacent hookable and not bounce if you land on a hookable as well 18:13 <+bridge> [ddnet] cause if you land one foot on a trampoline one on concrete you will not bounce 18:13 <+bridge> [ddnet] the you would have full power, half power and no power on two blocks 18:13 <+bridge> [ddnet] you can also interpolate between both value until the tee is fully in* 18:13 <+bridge> [ddnet] would make smoother transition i guess 18:14 <+bridge> [ddnet] that is totally doable :D currently i cutoff exectly in the middle 18:15 <+bridge> [ddnet] that is the minimum approach, also a valid choise 18:18 <+bridge> [ddnet] I have this problem for every material interaction, you see why this is hard? 18:35 <+bridge> [ddnet] are the servers already using release candidate? 18:39 <+bridge> [ddnet] I can start a home server if you want, but I currently have no server with all materials 18:44 <+bridge> [ddnet] because we merged http masters before having redundancy 18:44 <+bridge> [ddnet] I guess we could push the servers.json to the chinese master2.ddnet.tw for now as redundancy 18:45 <+bridge> [ddnet] but then it'll show outdated data without showing that it's outdated 18:47 <+bridge> [ddnet] mhh, maybe we need smth like secundary master server, or a local backup. but that also sucks. but having no list sucks even more, so dunno :/ 18:52 <+bridge> [ddnet] I guess a way of showing that the list is outdated might be a good first 19:46 <+ChillerDragon> @Jupstar no joke ddnet has less downtime than github 19:47 <+ChillerDragon> but still cool idea +1 from my side 19:47 <+bridge> [ddnet] but github has downtimes, when ddnet is up and vice versa 😉 19:47 <+ChillerDragon> yes 19:47 <+ChillerDragon> its gud idea 19:47 <+bridge> [ddnet] (probably against ToS to do it on github) 19:48 <+ChillerDragon> all good masterserver protcols involve git merge requests 19:48 <+bridge> [ddnet] yeah also thought that 😄 19:48 <+bridge> [ddnet] but we can just do it with a random server somewhere 19:48 <+bridge> [ddnet] but if u dont read them 19:48 <+ChillerDragon> then go gitlab 19:48 <+bridge> [ddnet] u cant do it wrong xd 19:48 <+bridge> [ddnet] https://tenor.com/6zTs.gif 19:48 <+ChillerDragon> or use ryozukis gogs instance i hear it has higher uptimes than the NSA 19:48 <+bridge> [ddnet] but its not like ddnet cant host some backup somewhere 19:48 <+bridge> [ddnet] what Jupstar says 19:50 <+bridge> [ddnet] I can only find this in github's tos: 19:50 <+bridge> [ddnet] (https://docs.github.com/en/site-policy/acceptable-use-policies/github-acceptable-use-policies) 19:51 <+bridge> [ddnet] > We do not allow content or activity on GitHub that is: 19:51 <+bridge> [ddnet] > […] 19:51 <+bridge> [ddnet] > using our servers for any form of excessive automated bulk activity, to place undue burden on our servers through automated means, […] 19:51 <+bridge> [ddnet] I guess updating a git repo every second counts as "excessive automated bulk activity" 20:20 <+bridge> [ddnet] @heinrich5991 can you take a look at https://github.com/ddnet/ddnet/pull/4850 ? 22:08 <+bridge> [ddnet] i dont know how the hud in ddnet functions. i imagine it is either hud(client) is dumb and gets every component "requested" to render by the server. 22:08 <+bridge> [ddnet] or the logic lies in the client and it puts together a hud depending on only one or two settings/parameters like gametype. so as i understood you the server does the logic and the client only renders what server wants. 22:09 <+bridge> [ddnet] so hiding a component without the server requesting it would imo be a bit off the line 22:11 <+bridge> [ddnet] but ill just do it, its only a few lines of code and not breaking the whole hud system 22:12 <+bridge> [ddnet] but ill just do it, its only a few lines of code and not breaking the logic of whole hud system, if i understood it right 22:12 <+bridge> [ddnet] @c0d3d3v can u co author me? :p 22:16 <+bridge> [ddnet] how? 22:16 <+bridge> [ddnet] I am not entirely sure, heinrich once showed me i believe 22:16 <+bridge> [ddnet] I tried to cherry pick your commit. But as I changes your commit, your authorship was removed 22:17 <+bridge> [ddnet] I could just overwrite the author... but I guess having you in the message is also enough, or do you want that I change the author of that commit? 22:17 <+bridge> [ddnet] Nah, its fine I guess 22:17 <+bridge> [ddnet] Not if its too much work xd 22:18 <+bridge> [ddnet] xD I would at least have to look up the command... and then would need your email address 22:18 <+bridge> [ddnet] i think the git no reply adress works