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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 โ€” IRC: #ddnet on Quakenet | Matrix: #ddnet-developer:matrix.org GitHub: https://github.com/ddnet
Between 2019-04-23 00:00:00Z and 2019-04-24 00:00:00Z
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hello all how conFig if city Mod linux have
11:04
?
11:09
Somebody is config if city has it
11:09
Somebody is config if city has it
11:09
Somebody is config if city has it
11:09
Somebody is config if city has it
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if city is a closed source mod, stop spamming ddnet dev channel
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can you give me ddnet dev chanel
11:23
?
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hello all how have grmammar
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AAAAAAAAAAAAAAAAAAAAAAAAA 7.3 ON FREEBSD
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Why does my lan server start to heavily lag if i connect more than 170-175 serverside dummies in x64-debug? in release mode its just fine
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Because lan server ask more from your pc?
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lol read again
13:54
its only in debug mode
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@fokkonaut you shouldnt underestimate how much optimizations can improve performance ๐Ÿ˜„
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What do you mean? :D
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ChillerDragon 2019-04-23 14:34:17Z
ebug mode doesnt optimize
14:34
release mode runs much faster
14:34
ok makes sense
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ChillerDragon 2019-04-23 14:35:05Z
but still its sad that it lags in debug mode because now you cant run the main servers in debug mode
14:35
im sure there must be a way to optimize it for debug as well
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well i doubt it laggs for 64 players, does it?
14:36
the problem is probably that debug mode doesnt optimize loops and things like that where 175 entities actually means more than double of required performance
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ChillerDragon 2019-04-23 14:37:02Z
maybe there are some ugly nested loops whrere its qudaruples
14:37
im not sure if there is a nice tool too see in what parts of the code is most time spend
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there is, but the question is, is it worth it to optimize the code, or will the compiler optimize the code anyway
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ChillerDragon 2019-04-23 14:40:08Z
it probably will but as i said it is nice when debug mode runs fine to have it in production
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i mean for teeworlds u should always optimize the code xDD it has still so much potiencial for performance
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Why can i only see them as ghosts?
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ChillerDragon 2019-04-23 14:40:32Z
same team?
14:40
not solo?
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no speccing
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ChillerDragon 2019-04-23 14:40:49Z
ah
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in solo everything is fine
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showothers?
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ChillerDragon 2019-04-23 14:41:03Z
so tehy are in a team?
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ChillerDragon 2019-04-23 14:41:14Z
ya that makes sense
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cl_show_others_alpha
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ChillerDragon 2019-04-23 14:41:31Z
y
14:41
u were faster @Deleted User -.-
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@Ryozuki
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ChillerDragon 2019-04-23 14:41:56Z
dont think so fokko
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im not in debug mode @ChillerDragon ;D
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ChillerDragon 2019-04-23 14:42:01Z
lol
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i know that setting, but before i saw them clear while i was in spec
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so you are in spec? XD
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ChillerDragon 2019-04-23 14:42:18Z
try the setting
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ChillerDragon 2019-04-23 14:42:21Z
doesnt it help?
14:42
then it really might be related to ryos change
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ye its a bug
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ChillerDragon 2019-04-23 14:42:45Z
ITS A FEATURE
thonkery 1
14:42
team and spec sucks anyways :p
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Feature indeed
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how do u show fps
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808bb13 Disable demo shortcuts in console - 12pm 8c85d0d Merge #1661 - bors[bot]
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cl_Showfps
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ChillerDragon 2019-04-23 14:43:20Z
cl_showfps
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cl_showfps
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ChillerDragon 2019-04-23 14:43:27Z
bois try to use tab in console
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cl_showpred 1 to show ping
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ChillerDragon 2019-04-23 14:43:38Z
it recommends and autocompletes everythign u need
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Cellegen | HU 2019-04-23 14:43:39Z
dont forget the 1
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nobody uses the console
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ChillerDragon 2019-04-23 14:44:07Z
lol everybody does?
14:44
uhm should?
14:44
i did it for ever
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ur not being realistic
14:44
ppl might open it once
14:44
to change 1 thing
14:44
but they dont use it
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ChillerDragon 2019-04-23 14:44:41Z
its best
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ChillerDragon 2019-04-23 14:44:50Z
-.-
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Can one of you take a look at my color pr?
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ChillerDragon 2019-04-23 14:58:01Z
pushy!
14:58
looks liek build failed o.O
14:59
why is abs() overloaded -.-
14:59
seems like some classical maths.h double include what every thingy
15:00
lol GetColorV3 and V4 are both HslToRgb ?
15:01
ah ye one is 3 demensional vector and other one 4 i see the name makes sense xd
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It was all so weird
15:02
some normalized, some not, there were like 3 copies of hsltorgb
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ChillerDragon 2019-04-23 15:03:05Z
since this color.h looks pretty excluded from the src im sure it wont be too much effort to setup tests for it
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I have a couple in mind, but I couldn't get HslToRgb and RgbToHsl to completely agree :/
15:04
It's within 0.01% but not exact, I guess that's a result of floating point math
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ChillerDragon 2019-04-23 15:04:25Z
floats suck -.-
15:04
cant we replace it with int?
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yeah I'm not a huge fan either of the way they work, but they are all we have ๐Ÿ˜›
15:05
HSL is bi-conical space, rgb is cartesian, the conversion is a geometric one so it involves math that needs to be quite precise
15:06
you could use fixed point arithmetic I guess, but floats are good enough in this case
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There were color functions everywhere, I tried cleaning it up a little. I still couldn't get the roundtrip from Hsl to Rgb to be exactly the same, but I think this is the best possible.
15:06
there is no f
15:06
1.0f
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ChillerDragon 2019-04-23 15:06:44Z
!!!!!!!!!!!!!!
15:06
eagle eye jao
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yeah wtf jao ๐Ÿ˜›
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ChillerDragon 2019-04-23 15:07:14Z
any ideas regarding the abs() compile error?
15:07
ah nvm
15:07
fixed already
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the thing is
15:08
opengl uses floating color
15:08
maybe u can use ints with normalize but idk
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ChillerDragon 2019-04-23 15:08:47Z
any idea why i cant join ddnet++ (based on ddnet 9.0.2) with vanilla 0.6.5 even tho i cherry picked https://github.com/DDNetPP/DDNetPP/commit/7cbfbb01e65a8a33c7a669b4daf33d896aa1c7d2
โ€ฆone now (cherry picked from commit 91df0a2af0c918358d9ef2d213ca6f0ea969e8d5)
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ddnet++ boo
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ChillerDragon 2019-04-23 15:08:58Z
xd
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no one cares about it xd
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ChillerDragon 2019-04-23 15:09:32Z
i guess its related to anti spoof
15:09
that vanilla 0.6.5 wont join old ddnets
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did you merge the 0.6.5 fixes? i think heinrich changed the connect packet
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ChillerDragon 2019-04-23 15:10:38Z
no only the commit i sent
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also why is your ddnet++ not a fork of ddnet/ddnet ...?
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ChillerDragon 2019-04-23 15:10:44Z
which one is missing?
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they dont even use cmake
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ChillerDragon 2019-04-23 15:11:00Z
it was created 2015 i didnt even know what git is
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It's almost as infuriating as ddnet/ddnet not being a fork of teeworlds/teeworlds ๐Ÿ˜›
15:11
no thats fine
15:11
ddnet is ddnet
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ChillerDragon 2019-04-23 15:11:20Z
it has commit history tho doesnt it?
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yeah, but makes pull requests harder across repo
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ChillerDragon 2019-04-23 15:11:53Z
was ddrace a fork of vanilla`?
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ddnet is a fork of ddrace64 iirc which is a fork of ddrace16
15:12
or smth weird
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ChillerDragon 2019-04-23 15:12:38Z
ya i also dislike it that ddnet++ is no fork but its years too late
15:12
ddrace16 xd
15:12
wtf
15:13
teeworlds has even weirder forking than linux xd
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ddnet should be a fork of eeeee's ddraceN or ddrace64 yeah
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ChillerDragon 2019-04-23 15:13:43Z
iDebian64++
15:14
so @Learath2 do you know how i can find heinrichs commit -.-
15:14
any string to search for or commit hash
15:15
that one?
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a83e3e0 Add delete projectiles on death settings - 12pm 34542e6 Merge #1655 - bors[bot]
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@ChillerDragon gimme a minute, I'll push this then I'll find you the commit
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ChillerDragon 2019-04-23 15:16:35Z
sure thanks
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Do not hardcode library names, detect and depend on them properly instead.
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Tokens are added to the protocol in order to prevent IP spoofing attacks from being successful. A new flag has been added to the packet header, in previously unused space that has incorrectly been...
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ChillerDragon 2019-04-23 15:21:52Z
yo @Learath2 where did this random FreeBSD contributor appear from?
15:21
is he even part of tw community?
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That's the main commit, but take a look at 0.6.5-release tag on teeworlds/teeworlds
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ChillerDragon 2019-04-23 15:22:23Z
thanks ๐Ÿ˜ƒ
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@ChillerDragon I'm guessing he was packaging ddnet for freebsd ports
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ChillerDragon 2019-04-23 15:22:32Z
sikk
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.s/ddnet/teeworlds/
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ChillerDragon 2019-04-23 15:22:44Z
?
15:22
substitute?
15:22
xd
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ChillerDragon 2019-04-23 15:23:01Z
nerd
15:23
xd
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it's sed syntax ๐Ÿ˜›
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ChillerDragon 2019-04-23 15:23:09Z
ikr
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discord supports it natively btw, if i don't add the "." before it would edit
troll 1
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ChillerDragon 2019-04-23 15:23:44Z
sure
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they implemented it horribly though, if you write out the pattern completely, it adds the last / aswell...
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ChillerDragon 2019-04-23 15:24:38Z
wait r u actually not kidding? xd
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I actually am not kidding try
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ChillerDragon 2019-04-23 15:25:17Z
foo bar baz s/foo/bar/
15:25
how where? xd
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separate message
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ChillerDragon 2019-04-23 15:25:43Z
yeet/= (edited)
15:25
xxxxxxxxxxxxD
15:26
omegalul
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see, but it takes the last slash because discord people are fake nerds
15:26
they are pretendnerds
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ChillerDragon 2019-04-23 15:26:15Z
i see
15:26
xxxD
15:26
rofl
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also it doesn't support using a different seperator
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ChillerDragon 2019-04-23 15:26:43Z
i mean it has to be developed by a developer
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like s#kek#lol#
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ChillerDragon 2019-04-23 15:26:46Z
he should know tho
15:27
i guess u can be developer without being nerd
15:27
bad developer* :p
15:28
uff ehrinrichs commit is huughe it is exactly liek this in ddnet as well?
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no that's the vanilla patch
15:29
i can look for the ddnet one if you want
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ChillerDragon 2019-04-23 15:29:19Z
yes pls c:
15:29
i sukk at searvhing the stuff
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This specifically affects 0.6.5. Just treat them the same way as those without any data.
15:31
why did you stray so far from ddnet/ddnet? ๐Ÿ˜ฆ
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ChillerDragon 2019-04-23 15:32:11Z
wdym? why it is such a old fork?
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ChillerDragon 2019-04-23 15:33:23Z
as i said when i started coding the mod i didnt know what a function is or what git is
15:33
after the years it was too late already and its not that i miss any features from newer ddnet
15:34
its more the opposite i prefer the old rcon system
15:40
oh btw thanks a lot @Learath2 vanilla 0.6.5 can now connect to ddnet++ ๐Ÿ˜ƒ
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we have a new rcon system?
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ChillerDragon 2019-04-23 15:40:20Z
yes rcon system changed afte r9.0.2
15:40
with username
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That's disabled by default
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ChillerDragon 2019-04-23 15:40:41Z
that was not supported by ddnet 9.0.2 clients
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I think only we use it
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ChillerDragon 2019-04-23 15:40:45Z
broke compatbility
15:41
i was hardcode ddnet 0.6 user back then
15:41
so i wouldn update my client
15:41
xd
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old clients are completely capable of logging into rcon on new servers, as long as usernames aren't enabled ๐Ÿ˜›
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ChillerDragon 2019-04-23 15:41:52Z
im pretty sure i had troubles
15:42
or no wayof authing on my local server
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we had a little bit of trouble the first week but it was fixed quickly
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ChillerDragon 2019-04-23 15:43:13Z
i remember that after executing one command
15:43
rcon stopped working
15:43
but i can confirm u fixed it
15:43
tested with ddnet 6 client and ddnet 12 srv
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I used -1 for deep frozen, and 0 for not frozen. Not really sure if this is the best way.
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ChillerDragon 2019-04-23 16:01:58Z
dont mess up freeze xd
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learath why is it a draft pr
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ChillerDragon 2019-04-23 16:02:10Z
qshar style
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@Learath2 why u removed telegun?
16:08
these flags are 1 bit
16:08
oh nvm
16:08
i read the diff wrong
16:09
xd
16:09
not my day
๐Ÿ‡ธ 1
๐Ÿ‡ฆ 1
๐Ÿ‡ฒ 1
๐Ÿ‡ช 1
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@jao I don't want it merged before heinrich takes a look at it aswell
16:15
He tends to be better at looking at the long term ๐Ÿ˜›
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ChillerDragon 2019-04-23 16:15:43Z
jao is the float spotter tho
16:16
16:16
deen and heinrich4991 ddnet++ contributor confirmed
16:16
.s/4991/5991/
16:22
I've found a issue ?
16:22
when you save
16:22
and go in solo
16:22
and you load
16:23
you cannot hook the person who went in solo
16:23
and you see him as ghost
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seeing someone in solo as ghost is because u have showothersalpha enabled
16:23
ofc u cannot hook someone who went in solo
16:23
whats wrong???
16:24
and why gdin xd
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all u described is how it should work
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calm down ryozuki
16:26
he didnt have showeveryone enabled
16:26
and he still saw me as ghost
16:26
@Ryozuki
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one was in solo before u made /load?
16:26
i mean
16:26
that's the problem
16:26
why is it like this
16:27
it shouldn't be like it
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/load kills you though
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alpha is independent if u have showeveryone or not, but there is a current bug where u see ppl wiht transparency if u are in spec
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i cant rn
16:30
ah
16:30
i can fix it from web
16:30
its easy fix
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@Ryozuki if you know what the problem is lmk and i'll commit it
16:31
DDraceNetwork, a cooperative racing mod of Teeworlds - ddnet/ddnet
16:31
go to renderplayers and renderhook
16:31
on the if that sets otherteam = true if solo
16:31
set that if its on spec team
16:31
it doesnt do it
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you sure thats the thing?
16:33
or just set the if before the spec
16:33
if
16:33
u know what i mean
16:33
hm
16:33
from a quick look
16:33
u can test is easily
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why can't they hook though?
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im only fixing the ghost in spec
16:33
idk why that happens
16:34
and if its related to my prs
16:35
maybe this fixed it (but i would bet it doesnt) https://github.com/ddnet/ddnet/pull/1653
Fixed super prediction. Fixed solo being weird when antiping is on. Make the server-side character cores know about their character status.
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so set OtherTeam = true if player in spec? seems that's already done though
16:35
set to false
16:35
if its in spec
16:35
i think
16:36
if otherteam == true it will render like ghost
16:36
@Learath2 maybe juyst remove the 2 ifs
16:36
than to set otherteam to true if solo (edited)
16:36
and set a || in the if
16:37
that sets the alpha
16:37
DDraceNetwork, a cooperative racing mod of Teeworlds - ddnet/ddnet
16:37
this way u can see ppl on solo
16:37
as ghost
16:37
on spec
16:37
and non solo ppl normally rendered
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Fix a bug where the solo state from the save doesn't get loaded properly. I think it's the CharacterCore not being updated, but I'm not sure, nor do I have the setup to test it.
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@deen can you take a look at #1664
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arent tuninparams needed
16:49
for old clients
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The SetSolo already sends tuning
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learath on pr streak today
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@Ryozuki I couldn't really understand what to fix on the "ghost" thing so I didn't touch it
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ye ill do it
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I feel I've been remiss in my duties and had a rare completely free day ๐Ÿ˜›
16:52
having multiple "Solo" variables in the code isn't exactly too nice tbh, there should be one source of truth
16:52
currently there is one in game core and other in either sv or client
16:53
we should keep the gamecore one
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Currently if you aren't too careful you can end up with a different setting in TeamCore, CharacterCore, Character
16:53
teamcore solo thing and there is also team_super
16:53
its no longer needed with ddnet char
16:53
but backwards compat
16:53
sucks a lot
16:54
its a big mess
16:54
i mean why teamcore handles solo too
16:54
makes no sense
16:55
cancollide on teamcore should return true if they are in the same team then there should be a separate check for solo players
16:55
since no matter the team a solo player can never collide
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I think it's an artifact from back when we hacked everything together ๐Ÿ˜›
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its also funny cuz on character.cpp server there is accesses to m_Core through m_Core directly and GameServer().... .. m_Core
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gogo next pr learath
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ddnet code is most def very spaghetti, I created a graph once and every class has access to everywhere
16:57
no hierarchy at all
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@Learath2 interfaces are also a mess
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They are a good idea, I like the structure with singletons and kernels
17:01
Oop people might object though
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i dont like it
17:01
why u need a interface of a server if its only implemented in CServer
17:02
u dont have other implementations of server
17:02
a projectile interface
17:02
thats good
17:02
but server? idk
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I think its an artifact of teeworlds being in C before
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ye it registers interfaces with macros and things
17:03
never looked much at it
17:04
server also has MaxClients() method
17:04
while MAX_CLIENTS is used everywhere
17:05
iirc
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does MaxClients() return MAX_CLIENTS
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so maxclients should be used
17:06
so if u change maxclients u change all easily
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I think MaxClients() is the max clients supported on the server
17:06
so it's supposed to be >= 1 and <= MAX_CLIENTS (edited)
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warning: 'glewExperimental' redeclared without dllimport attribute after being referenced with dll linkage GLboolean glewExperimental = GL_FALSE;
17:07
compiling with mingw64
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Yeah, fix that please
17:07
annoys me all the time when building releases
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that looks like its from glew code itself
17:07
idk if thats fixable xd
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google it at least and check
17:08
and if it's not fixable then disable that warning for the relevant c file
17:08
in CMakeLists
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ye im looking
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@Ryozuki it's still happening, while you are in solo ^^
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yeah we changed nothing
17:10
did u see a client update? xd
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e404d6f Fix platform-specific client libraries for Linux - AMDmi3 37461e3 Merge #1662 - bors[bot]
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rerunning make again compiles succesfully
17:12
thats funny
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you need a clean build of course
17:12
the warning only shows up when compiling a single file
17:12
or touch that file
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it worked in a dummy server, so i was confused pepeH
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monkaS bug
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maybe we should disable warnings for external libs
17:14
but im no cmake master
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json lib also had some I think
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This has to be done with cmake, maybe @heinrich5991 you can do something about it?
17:52
0b3f3b0 Rewrite of prediction code, with additional prediction - trml 92ef0b0 Collapse if statements - trml c5c837e Revert dummy input fix (which wasn't a sufficient fix) - trml e88459a Make more variables private - trml 78c8f42 Put public members in a single block - trml 3d8bd17 Add extended data to CCharacter and improve prediction of super/solo/endless/superjump - trml 681f309 Remove the dummy prediction - trml 526af03 Merge #1620 - bors[bot]
18:03
87c797e fix ghosts in spec - Ryozuki 3f99dfd Merge pull request #1666 from Ryozuki/pr_fix_solo_spec - def-
18:04
5d44619 Fix solo bug - Learath2 dc1e638 Merge pull request #1664 from Learath2/dd_pr_solofix - def-
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rls today?
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Fixed super prediction. Fixed solo being weird when antiping is on. Make the server-side character cores know about their character status.
18:37
oh my
18:37
conflicts
18:37
xd
18:51
this prediction code xd
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[2/4] Building CXX object CMakeFiles/DDNet.dir/src/game/client/prediction/gameworld.cpp.o src/game/client/prediction/gameworld.cpp: In member function โ€˜void CGameWorld::CreateExplosion(vec2, int, int, bool, int, int64_t)โ€™: src/game/client/prediction/gameworld.cpp:305:23: warning: โ€˜#โ€˜target_mem_refโ€™ not supported by dump_expr#<expression error>โ€™ may be used uninitialized in this function [-Wmaybe-uninitialized] vec2 Diff = apEnts[i]->m_Pos - Pos; @trml
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@Ryozuki its only 3k lines
Exported 397 message(s)