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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 2018-07-16 00:00:00Z and 2018-07-17 00:00:00Z
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I need some help: I cloned ddnet 11.0.3 and compiled it using CMake and Visual Studio. Now when I'm in the browser (ingame or not on any server) the entire game starts to lag if something is written in the search box and I refresh. This is not the case in the official release 11.0.3, just in my (I didnt touch the code, just compiled) (edited)
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better ask ddnet, its their source
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@qshar what do you think this channel is? ^^
07:37
mh... does someone know a good profiler for windows? 🙂
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ufff. I thought it was a PM message feelsamazingman . Sorry
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[quakenet] <deen> heinrich5991: VTune is the only one I used that's available on Windows. Some more here: https://stackoverflow.com/questions/67554/whats-the-best-free-c-profiler-for-windows
I'm looking for a profiler in order to find the bottleneck in my C++ code. I'd like to find a free, non-intrusive, and good profiling tool. I'm a game developer, and I use PIX for Xbox 360 and...
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Can anyone help with my problem?
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hm. the idea would be to check where the code spends most of its time
13:04
this can be done using a profiler
13:04
that's why I asked for a profiler for windows
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can you do the exact same thing that i did and then look if it laggs for you too if you refresh while something is written in the search bar?
13:16
These are my steps: git clone https://github.com/ddnet/ddnet cd ddnet git checkout a00d4112a747de736cb618a4b54b92b91e01cff8 git submodule update --init --recursive execute these and then compile it using visual studio x64-release
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I don't have access to a windows computer right now, unfortunately
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can someone else with a windows pc check that?
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I don't know anyone using a windows PC
13:43
(and also having the tools to compile)
13:44
@noby @qshar does anyone of you have a windows system to test this?
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nope, I don't use windows for compiling
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You just need to compile in release mode
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they claim to do that: "x64-release"
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Fokkonount claims allot
13:51
Vs has a profiler, but probably that isn't free enough for u xd I compile fine with vs however
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me too but i have these weird laggs when something is in the search bar and i refresh
13:53
i compiled it in x64-release
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[quakenet] <Learath2> I'm so going to need glasses :(
😣 2
😎 4
danAmazing 1
17:25
[quakenet] <Ryozuki> :o
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[quakenet] <Im__corneum> is it hard to add serverside tees as a mapper which dont take server slots, they would have to react to teleporters as well and everything. but i think this would make the dummy section a lot easier for starters if you can just pick up a simulated tee at the start and go with it. wold aslo be cool for mappers to have a tees physic in maybe only one part of a solo map. or add 4 tees on one part so you can boat solo. that would be prett
17:50
[quakenet] <Im__corneum> -ty nice to have. i have seen such a thing before on other servers
17:51
[quakenet] <deen> would also significantly reduce client hackiness, since dummy is ugly and should be removed ^
17:52
[quakenet] <deen> so I'd support it if someone wants to make serverside dummies in ddnet
17:52
[quakenet] <Im__corneum> if you want to see such a tee in action, i think thee are such ones in the lobby thing from that popular blocker server network
17:55
[quakenet] <heinrich5991> I think client-side dummies have better controllability
17:57
[quakenet] <Im__corneum> hm yeah thats right.. i was mainly think about placing multiple tees throughout a solo dummy mixed map so you have their hook and bounce behavior. maybe a few dummymaps can be updated with that feature, would be cool if its onbly the easy ones.
17:58
[quakenet] <Konsti> i would really like the thing im corneum suggested but as additional thing NOT as an replacement for normal dummy
17:58
[quakenet] <heinrich5991> yep
17:58
[quakenet] <Im__corneum> ye i meant it as an addition. a new spawn tile
17:59
[quakenet] <Konsti> Teephysics like a tee "tile" would be amazing and give a lot things for mappers creating nice part
17:59
[quakenet] <Konsti> s
18:00
[quakenet] <Im__corneum> yeah. you could just put a tee into a 1x1 block and use that special physic. you could do that now with a dummy on last part but you would have to kill it anually
18:00
[quakenet] <Im__corneum> manually*
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adding on above, if there were a type of entity block that could be dragged around (same physics as tees) it could be used in maps
18:11
i.e. you have to collect 5 "keys" (which would be those blocks) to finish the map
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[quakenet] <Im__corneum> well thats just checkpoints in a sense. and its possible with switchen
18:13
[quakenet] <Im__corneum> switches*
18:13
[quakenet] <Ttt_> Why use irc instead of discord?
18:14
[quakenet] <Im__corneum> i have no permission
18:14
[quakenet] <Ttt_> On discord?
18:14
[quakenet] <Im__corneum> yes
18:14
[quakenet] <Ttt_> Why
18:14
[quakenet] <Im__corneum> many people dont have permission to reduce spam and trolls
18:15
[quakenet] <Ttt_> Why do i have permission i have been banned many times xD
18:15
[quakenet] <heinrich5991> "If you want to have write access, PM an Admin, e.g. @heinrich5991"
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yes, but for example you could have more complex dummy maps by making the player drag 2 dummies
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[quakenet] <Im__corneum> yes, there are a lot of new possebilities. i hope it gets added
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you can simulate it by making a teeskin and pasting an entity block as the body xd.
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[quakenet] <Im__corneum> would be coll if you can choose the skin :D
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What if the srvside dummy needs to press a d or space
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[quakenet] <Im__corneum> read again
18:21
[quakenet] <Im__corneum> its not a replacement
18:22
[quakenet] <Im__corneum> but some easy dummymaps may be updated for beginners
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shouldn't be too hard to spawn a new character entity, it's just that I'm not sure how good we were at keeping a chracter entity simple
22:51
it might have way too much logic tied into it to be feasible
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