02:04 <@Dune> heinrich5991, why is Localize no longer in localization.h? 02:04 <@heinrich5991> it was declared in two places 02:04 <@heinrich5991> I kept the one that was used (gameclient.h) 02:04 <@Dune> it's an extern? 02:04 <@Dune> isn't it better to keep the extern and include localize.h? 02:04 <@heinrich5991> ("extern" is redundant) 02:05 <@heinrich5991> I considered doing that, it's also possible 02:05 <@heinrich5991> the current way you don't have to include localize.h in every file that includes gameclient.h 02:06 <@heinrich5991> doing it the other way would get the function declaration into the corresponding header file 02:06 <@heinrich5991> I can change it if you prefer the other way :) 02:07 <@Dune> I mean, sure, why not, it's most convenient 02:08 <@Dune> (the way you did it) 17:10 < TeeSlayer> Why does EMOTE_BLINK look so different in 0.7 compared to 0.6? 17:10 < TeeSlayer> https://lolinet.info/download/screenshots/emote_blink_new.png vs https://lolinet.info/download/screenshots/emote_blink_old.png 17:10 < TeeSlayer> different as in lower quality 17:12 < TeeSlayer> it also looks like that without ninja 17:16 < bridge> [teeworlds] hey teeslayer 17:16 < Oy> probably due different rendering 17:17 < TeeSlayer> hi fokkonaut 17:27 < bridge> [teeworlds] How do i support 64 players without hiding the server from the browser?! 17:38 < Oy> don't use an official gametype 17:46 < TeeSlayer> Oy: I think it's the right gametype, but he's porting a 0.6 modification I think^^ 18:11 <@Dune> TeeSlayer, the point is that the server will not show up if you use an official gametype 18:16 < TeeSlayer> let's wait whether that solved fokkonaut's problem :) 18:16 < TeeSlayer> you're probably right though 18:26 < TeeSlayer> Will I actually get kicked/banned if I authenticate the rcon after the vote start? 18:28 < TeeSlayer> Because the server doesn't abort the vote. 18:28 < rand> iirc, the kick/ban command will fail 18:29 < rand> try kicknig yourself from rcon 18:30 < TeeSlayer> it's not that easy if you have the same IP address :) 18:30 < TeeSlayer> but good to know, thanks 18:30 < TeeSlayer> I think moving admins/mods to spec shouldn't be allowed either 18:30 < rand> you're right, that's not a good test 18:34 < rand> in fact, you can't kick yourself, you can't kick an authed client 18:36 < bridge> [teeworlds] TeeSlayer, no, i started this mod in 0.7 beta 18:36 < TeeSlayer> ah ok 18:36 < bridge> [teeworlds] How did you get the 64 player support? Mind creating a pullrequest? 18:37 < TeeSlayer> @fokkonaut is it the right gametype? 18:37 < rand> in variables.h, you can replace MAX_PLAYERS with MAX_CLIENTS 18:37 < bridge> [teeworlds] ay 18:37 < bridge> [teeworlds] thanksa 18:37 < bridge> [teeworlds] thanks 18:37 < rand> for the sv_max_players variable 18:37 < TeeSlayer> @fokkonaut btw can you try to support the new map format, as used in the race by redix (or ddr by dune) 18:38 < TeeSlayer> for example have a look at the run_guy server 18:38 < TeeSlayer> https://lolinet.info/download/mapres/ 18:38 < bridge> [teeworlds] ? 18:39 < bridge> [teeworlds] rand, it still wont be shown 18:39 < bridge> [teeworlds] TeeSlayer how did you get it to work for the server you are hosting with my mod? 18:40 < rand> what is your setup ? gametype/max_players/max_clients ? 18:40 < bridge> [teeworlds] Chilli (for now, will change it soon), 64, 64 18:40 < TeeSlayer> @fokkonaut I simply compiled it and started it. but for some reason it overwrote 64 player/clients with 16 18:41 < bridge> [teeworlds] nope, you have 64 support 18:41 < TeeSlayer> ah true 18:41 < TeeSlayer> 64 client support 18:41 < TeeSlayer> but not players 18:41 < bridge> [teeworlds] ah 18:41 < TeeSlayer> sv_player_slots 64 is in my chilli config 18:42 < bridge> [teeworlds] WTF 18:42 < bridge> [teeworlds] ok ok 18:43 < TeeSlayer> I'm using the commit "add map" 18:44 < TeeSlayer> ok now the new commit, it seems to work 18:44 < bridge> [teeworlds] no 18:45 < rand> @fokkonaut: is your server shown when sv_player_slots is lower than 16 ? 18:45 < bridge> [teeworlds] yes 18:46 < rand> are you testing locally or online ? (for me to test) 18:46 < bridge> [teeworlds] local 18:47 < bridge> [teeworlds] lol? 18:47 < bridge> [teeworlds] if i use a value < 16 it still shows 16, and if its > 16 the server wont be shown at all 18:48 < TeeSlayer> I thought it's fixed? My server has 64 clients and 64 players 18:48 < TeeSlayer> & it's shown 18:48 < bridge> [teeworlds] idk but for me it doesnt seem to work 18:48 < rand> did you restart your server with max_clients = 64 ? 18:49 < bridge> [teeworlds] i changed it in the code, not in the cfg 18:49 < rand> this can't be change at runtime 18:49 < rand> the default value is still 16 18:49 < bridge> [teeworlds] i changed it 18:49 < bridge> [teeworlds] in variables 18:49 < bridge> [teeworlds] in variables.h 18:50 < bridge> [teeworlds] `MACRO_CONFIG_INT(SvPlayerSlots, sv_player_slots, 64, 0, MAX_CLIENTS, CFGFLAG_SAVE | CFGFLAG_SERVER, "Number of slots to reserve for players")` 18:50 < rand> what about sv_max_clients ? 18:50 <@Dune> just change the MAX_PLAYERS #define ;) 18:50 <@Dune> ah nvm 18:51 < bridge> [teeworlds] doesnt work aswell 18:51 <@Dune> strange, should be straightforward 18:51 <@Dune> maybe because player slots is 16? 18:51 < bridge> [teeworlds] i set it to 64 18:51 < rand> @fokkonaut: what about sv_max_clients ? 18:52 < bridge> [teeworlds] where should that be? 18:52 < rand> in your config 18:52 <@Dune> ah, this was sv_players_slots, my bad 18:52 < rand> like sv_player_slots 18:52 < bridge> [teeworlds] yes 18:52 < bridge> [teeworlds] its 64 18:52 < bridge> [teeworlds] i told you already :) 18:53 < rand> you show me the line with sv_player_slots so I thought there was a misunderstanding ^^ 18:54 < bridge> [teeworlds] so i can change the MAX_PLAYERS to 64, but when i change it in the variables.h it will not show the server. if i manually connect it will show 1/0 players in the server info tab 18:55 < rand> do you have python ? 18:55 < bridge> [teeworlds] yes, sure 18:56 < rand> from the "scripts" folder, run it (interactively), then "import tw_api; print(tw_api.get_server_info(('localhost',8303)))" should help 18:56 < rand> there is something wrong with what your server send 18:57 < rand> probably saying that it has more player_slots than possible clients or something like that 18:57 < bridge> [teeworlds] how 18:58 < bridge> [teeworlds] ah 18:59 < rand> you should get what your server send with the script, then compare with what you expected versus what you get 18:59 < bridge> [teeworlds] it says "None" 18:59 < rand> meh 18:59 < bridge> [teeworlds] probably because i based my mod on 0.7 beta 18:59 < bridge> [teeworlds] ima try something 19:00 < rand> with both config (the one that appears in the server browser, the the other one) ? 19:02 < rand> (you may want to decomment lines 169-171 in scripts/tw_api.py if you still get None) 19:02 < bridge> [teeworlds] fixed it 19:03 < bridge> [teeworlds] i dont know what was the problem, but i just took my source and pasted it into the current twsource 19:03 < bridge> [teeworlds] it was because there was still stuff from 0.7 beta 19:03 < rand> better rebase your work on 0.7.1 (or earlier) :) 19:05 < TeeSlayer> @fokkonaut I created an issue :P 19:08 < bridge> [teeworlds] ah still doesnt work 19:08 < bridge> [teeworlds] fml, i dont crae 19:08 < bridge> [teeworlds] fml, i dont care 19:09 < rand> just check your server answer :)