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DDraceNetwork
Development / developer
Development discussion. Logged to https://ddnet.tw/irclogs/ Connected with DDNet's IRC channel, Matrix room and GitHub repositories — IRC: #ddnet on Quakenet | Matrix: #ddnet-developer:matrix.org GitHub: https://github.com/ddnet
Between 2018-04-05 00:00:00Z and 2018-04-06 00:00:00Z
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Imo very important fix. E.g. basically everytime a glyph is uploaded there is a potential risk. (the easiest way to reproduce it is enable threaded sound loading and start the client a few times) It doesn't create the "allocation list" for realease mode and adds a mutex for the debug mode.
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@Learath2 you fixed "dyncam confusion" right? There is a guy on forum complaining he can't deactivate dyncam, it has relation? https://forum.ddnet.tw/viewtopic.php?f=68&p=63517#p63517 (edited)
06:33
46b7e41 Allow specifying DATA_DIR by compiler option, retry #1042 - yangfl 005b86d Merge pull request #1102 from yangfl/upstream - def-
07:10
1208bcc Make mem_alloc, mem_free thread safe (fixes #1087) - Jupeyy a83a897 change position of mutex lock - Jupeyy fc35579 Merge pull request #1101 from Jupeyy/pr_mem_fix - def-
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@Ryozuki probable
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Anyone want to get something else in for next release?
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Emoji support?
09:35
Oh wait I know, fix the grenade bug
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Or troll detection on discord, so you don't have useless messages like this👆
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account systeme and points rework 😄
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points rework?
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@jao triggered
👺 1
jaothinking 2
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All insane maps should be 1 point so it is less interesting to cheat them.
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Maybe fix the bug I described two days ago
11:03
Happened 4 times since the update
11:03
It never occurred before
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@Pipou what was it again?
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@Learath2 "Hi, I got a bug using the editor after updating my client. I pressed the windows key and when I returned to the client my mouse was invisible, I saw it moving thanks to the x,y position and both right and left clicks were “disabled”. Couldn’t access to the menu (save...) by random clicks but could still ctrl shift e and play without problems."
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I can record it next time it happens
11:48
[ddnet/ddnet] New tag created: 11.1.3
11:48
[ddnet:11.1.3] 0 new commit
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Map Gibson Teleport bad
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ChillerDragon 2018-04-05 14:01:06Z
Some1 reported me that his Settings got reset with the Update ?
14:01
Is this even possible?
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It shouldn't happen, but I've heard it before as well
14:01
but never seen it myself
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ChillerDragon 2018-04-05 14:01:37Z
Hm weird
14:01
Me neither
14:01
I don't Even understand how it could Happen
14:04
People seem to loose their Settings sometimes should we autobackup them a bit?
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[quakenet] <deen> From what I understand we don't do much error handling
14:18
[quakenet] <deen> So we'll remove the old config and try to write a new one
14:18
[quakenet] <deen> If removing the old one works, but writing the new one doesn't, you end up like that
14:19
ddnet - DDraceNetwork, a mod of Teeworlds
14:20
[quakenet] <deen> io_close can also fail and we don't check
14:20
[quakenet] <deen> and same for all the io_writes in that file
14:21
[quakenet] <deen> Alternative approach: Create a new file, write everything into that, only if everything succeeded copy it over the old one, if that succeeded remove the temporary file
14:21
[quakenet] <deen> Anyone up for it?
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ChillerDragon 2018-04-05 14:26:26Z
yes f3
14:26
even better than backups
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Bojidar Marinov 2018-04-05 14:45:14Z
@Im 'corneum BTW, we talked a few days ago about server-provided dummies for certain maps; do you think that an issue should be opened about it on the repo, so that it can be discussed further?
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idk what that means. it was just a cool idea to have. its not necessary but it could lead to new mapping styles
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ChillerDragon 2018-04-05 14:49:12Z
just say yez
14:49
we all want tees in maps c:
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yes then
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c95e1a6 More conservative config saving - def-
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ChillerDragon 2018-04-05 15:35:34Z
thnks deen
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[quakenet] <deen> Other idea why it might be a problem, especially during update: We start a new client and then at the same time close the old one. So the new one might read an empty config, because the old one has just opened it or written to it partially. That should also be fixed by my change though
16:04
[quakenet] <deen> see src/engine/client/client.cpp:1007
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In the last days I watched large teams in team 0 playing for hours. Two situations occur commonly: 1. Player has to stop playing after X hours, leaves the group 2. Player has a timeout and never comes back, tee dies too Both result in the group thinning out over time even though they're not making mistakes. These could both be solved using the mechanisms for timeout protection so that another player can jump in as a replacement. Right now that can be done manually, but many players ...
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[quakenet] <deen> Opinions? https://github.com/ddnet/ddnet/issues/1103
In the last days I watched large teams in team 0 playing for hours. Two situations occur commonly: Player has to stop playing after X hours, leaves the group Player has a timeout and never comes b...
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Hmm interesting, I agree with you about losing people without making mistake is sad. If implemented make it only possible after 40 minutes+ or something like that. I think the best way and only way is to give your own progress away to someone who is interested. If it is claimable or decided by your team. Someone could continue on your progress while you preferred a kill instead of that guy who 'steals' your progress. Especially when you don't like him.
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11.0.3 crashed on dummy connect
17:09
"use 11.1.3" if you reverse the font change what you wont do xd
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do you expect a fix specifically for 11.0.3 or what lol (edited)
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id like to
17:10
i know it wont happen
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if they fix it, the version will obviously include 11.1 stuff
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as i mentioned before, a 11.0 version (so without the font update) and a normal one (with the font update) would be cool
thonkery 1
17:11
but they already said they dont want 2 versions which is really sad
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why maintain 2 versions
17:12
a lot more work
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im not the only one who liked the old one more
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about crashes, the new update takes longer to start the client and the maps arent shown well and just unplayealbe (with or without gfx_opengl3.0. if i try to connect with servers with a lot of tees it crashes.
17:12
who cares about the font
17:12
don't spam here so they can't read real feedback
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[freenode] <nemo> huh... japanese support?
17:24
[freenode] <nemo> insane performance improvement... hmmm. bitmap font?
17:24
[freenode] <nemo> those are definitely faster
17:24
[freenode] <nemo> but usually text rendering is not a critical path unless one is doing something really dumb
17:24
[freenode] <nemo> like rerendering the same text once per frame or something ☺
17:24
[freenode] <nemo> s/once per frame/at all/
17:25
[freenode] <nemo> we added a bitmap font at a chinese player's request but 'cause it was ugly, we only use it if we detect CJK
17:25
[freenode] <nemo> I bring up the rendering same text once per frame 'cause I've done that stupidity myself, through sheer carelessness ☺
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many dont like the new rendering. text is bigger and symbols/icons are worse
17:26
the 11.0.3 client was perfect except some crashbugs
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i like it a lot
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what was wrong with the old one
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there is nothing wrong with this new one
17:30
only ur personal preference complainings
17:30
which u repeat every day
17:31
and the old one was caused a bottcleneck from what i overread
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So as I said it's basically only for ingame things right now. The GUI is too much work, and the rest like server list and consoles are just a matter of time, I guess.
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@fokkonaut building your own client or don't complain
f3 1
feelsbadman 1
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Flags on score hud arent rendered in latest version
18:35
should be like this
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" <nemo> I bring up the rendering same text once per frame 'cause I've done that stupidity myself, through sheer carelessness ☺" not necessarily, you might think of web browsers, that rarely render anything.(and also render alot of text) But keeping the text in textures or render buffers and render them on the frame buffer can be really slow aswell. sampling a texture(the font texture) from cache instead can be really fast
18:37
@Sonix mh yeah, you can enable opengl3.3 for now (edited)
18:37
thanks for the report
19:09
fbaedff reset color for the gameflags - Jupeyy 310d089 Merge pull request #1104 from Jupeyy/master - def-
Exported 101 message(s)