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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 β€” IRC: #ddnet on Quakenet | Matrix: #ddnet-developer:matrix.org GitHub: https://github.com/ddnet
Between 2019-04-26 00:00:00Z and 2019-04-27 00:00:00Z
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@ChillerDragon try on ddnet++ to see if its a problem with Gameflag flags acitivated
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ChillerDragon 2019-04-26 09:08:18Z
it worked on KoG idk what gameflags you mean
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Gameflag Flags
09:12
it is for telling the client the server uses flags so the client can render them in scoreboard and kill msgs
09:14
but technically shouldnt
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ChillerDragon 2019-04-26 09:19:29Z
ah
09:20
ya but the thing is that i put dbg messages everywhere and the debug messages told me that it executed the gameflag branch
09:21
if(GameFlags&GAMEFLAG_FLAGS) printf("gets printed\n");
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@ChillerDragon the score thing gets rendered in one function
09:36
just breakpoint there?
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ChillerDragon 2019-04-26 09:49:10Z
and then?
09:49
idk baut breakpoints never used them especially not in windows
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[quakenet] <Learath2> well when you break there you can step line by line
10:36
[quakenet] <Learath2> see why it doesn't get rendered
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ChillerDragon 2019-04-26 11:05:36Z
i dont know in what it gets rendered
11:06
all lines that i assumed are responsible for rendering are reached as my print messages show me
11:06
also idk how to go step by step. I dont have visualstudio setup or something
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@ChillerDragon gdb?
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ChillerDragon 2019-04-26 11:08:17Z
oh rip
11:08
i dislike gdb on windows -.-
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dont use windows
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ChillerDragon 2019-04-26 11:08:44Z
i only have the bug on windows as far as i know
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dont use windows
11:08
:D
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ChillerDragon 2019-04-26 11:09:29Z
we are missing some linux emojis @jao
11:09
i want to react with debian to every message ryo posts
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debian best
feelsamazingman 1
11:10
lol
11:11
@ChillerDragon I'd just like to interject for a moment. What you’re referring to as Linux, is in fact, GNU/Linux, or as I’ve recently taken to calling it, GNU plus Linux.
11:11
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ChillerDragon 2019-04-26 11:12:47Z
11:12
10/10
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ChillerDragon 2019-04-26 11:15:17Z
and what is linux then?
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nothing
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ChillerDragon 2019-04-26 11:15:29Z
lol there is no linux
11:15
feelsbadman
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:feelsbadman:
11:15
feelsbadman
11:15
xd
11:15
fail
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@Ryozuki i manually ported ddnet character and all that stuff from all commits to my mod, but if i am in super and hook someone the hook is invisible and the collision for player <-> player is bad
11:35
but i applied your fix already
11:36
any idea?
11:36
no time for other mods sry
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@Ryozuki here?
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can you give me a hand with my pr? I'm trying to find where would be the best place to lighten the colors back up for tee colors
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I was thinking CRenderTools::RenderTee
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@Learath2 r u sure u want to keep iostream in there
12:08
or did u missclick
12:08
xD
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I think that last commit removes that
12:08
it shows there for me
12:08
or u mean local
12:08
god damn that big image
12:08
xD
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it keeps coming back
12:08
iostream wants to be ther
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i am fine with iostream tho
12:08
but other vanilla ppl
12:08
might outrage
12:09
@Learath2 "best place to lighten the colors back up for tee colors"
12:09
what do u mean exactly by this btw
12:09
i think tees are rendered on client components players
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You remember when black tees were a thing?
12:10
whenever we read a tw format color, we change the lightness of it so it's not too dark
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isnt this why hsl is limited or smth
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that's how we fixed that
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i wonder why its dark
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but for UI colors we didn't need that limit
12:11
when I unified the color thing I removed the extra lightness
12:11
so that we can have one consistent format for colors and they work as intended
12:12
as a side effect we no longer light up the tee colors so blacktee is possible again
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and we want that or not?
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(locally, remote clients will still read the color the old way so black tees appear gray)
12:12
we want to light it up locally aswell
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shouldnt this be easy? make some method on color4_base
12:13
or smth
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The thing is when it gets to RenderTee the color is already RGB
12:13
RGB isn't too easy to "light up"
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and I'm not sure if converting to HSL, lighting it up, then converting back to RGB is the best of ideas
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looks ugly
12:14
how hard is it to light up rgb xD
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not a well defined operation in rgb space
12:15
in hsl space it's literally translating the point
12:15
in rgb it could go anywhere
12:16
(basically RGB->lightUp() would boil down to convert to hsl, light up, convert back)
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hmm i would put a virtual method on color4_base and implement it diferently on ColorRGBA and ColorHSVA, where colorgba creates a internal ColorHSVA and lights it up
12:16
its ugly
12:16
but its hidden
12:16
xd
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Hmm, that sounds doable
12:17
or maybe I should do it with a ConChain on the tee color configs
12:17
e.g. light it up when it gets changed
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idk what a ConChain is xD
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In console, you can register a function to be called before the registered function is called
12:18
it's how we handle sending the new info when player color/name/clan changes
12:19
i am doing some shit with sql
12:19
i wonder why ddnet doesnt use
12:19
prepared statements
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sql is fun
12:19
@Ryozuki heinrich was working on rewriting the entire sql backend and using prepared statements
12:19
but then life happened
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i am doing the same xd but idk if im good
12:20
im making a thread safe queue
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if you are doign that yeah
12:20
make it thread safe while at it πŸ˜„
12:20
we literally call into CGameContext from other threads
12:20
sendchat
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I really wonder how it hasn't crashed by now
12:20
idk either xd
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also the way we do vectors is UB if you aren't careful
12:21
but it's sane enough that no implementation would really "break"
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what is UB
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undefined behaviour
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im not using system.c xd
12:21
im using c++11
12:21
stl
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for tw code? πŸ˜›
12:22
yeah
12:22
ima enforce
12:22
modern code
12:22
xd
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god that looks scary
12:22
ye thats why im not sure
12:22
i never made things like this
12:22
thread and stuff
12:22
im learning xd
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I think we already have a thread safe queue in base
12:22
for a queue a semaphore would be more appropriate then a lock imho
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@Learath2 whats the dif between semaphore and mutex
12:23
or lock
12:23
i think std doesnt have semaphores
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a mutex is a lock
12:25
i think the only difference is that a mutex generally refers to the version that can be accessed by multiple processes aswell
12:25
a semaphore also is a counter
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i think i can use a std::condition_variable
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yeah that also works
12:26
@Ryozuki if you want a refernce https://github.com/ddnet/ddnet/pull/897
This also contains a wrapper for condition_variables which manages the lifetime of the mutex required for the condition_variable.
12:26
hmh wrote a decent one
12:27
think he used a lock
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heinrich5991 commented on 24 Nov 2017 As discussed on Discord, this queue is currently thread-unsafe.
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nope, he used a cv πŸ˜›
12:27
threading looks like a shady world
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@Ryozuki "Some people, when confronted with a problem, think, 'I know, I'll use threads' - and then two they hav erpoblesms."
lol 1
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Or Knock knock. Race condition. Who's there?
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how inappropriate would it be to add a CFGFLAG just for colors?
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lemme check what a CFGFLAG is first xd
12:41
ah
12:42
why u want to add one?
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CFGFLAG_COLLIGHT
12:42
if that flag is set then when reading the color it will get light up
12:42
i think its fine that
12:42
i like it
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or I can rewrite the macro to have an extra parameter
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since all colors that need light up are user input
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I'll add a CFGFLAG for now
12:43
if people don't like it i can re-do the macro
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Does anyone know how I fix the player and hook colission for super? i have added the ddnet character and all the needed stuff to my mod, but if i am in super and hook someone the hook is invisible
13:39
looks good?
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@Learath2 help :c
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except for the template blackmagic πŸ˜›
13:40
@fokkonaut gimme a minute I need to switch tables
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ye looks good to me xD
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@fokkonaut what do you need?
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scroll up a bit
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you have about 15 minutes before I go afk
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oh wow :D
13:55
yea do you know how i can fix it?
13:55
basically i have merged all the code made to server/engine manually. but it doesnt work
13:56
the client doesnt update it properly
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it doesn't ork is not a diagnosis
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maybe related to my issue
13:56
cl_predict_freeze is only acitve when antiping is on (dont know if that is correct?) the weapon switch is delayed and not immediately aswell as the fire animation of the weapon
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do you have your code up on github?
13:56
BlockDDrace is a mod for Teeworlds, developed by fokkonaut - fokkonaut/BlockDDrace
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you merged ryozukis code in?
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okay, this is way too much code to look at in 15 mins
14:01
i can help you debug it though
14:01
first make sure all the data arriving is correct
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how?
14:02
i placed debug messages in gamecore, and everything was correct
14:02
at the time when i hooked someone
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void CGameClient::OnNewSnapshot()
14:03
check if the object is unpacked correctly
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sec ima add a dbg msg
14:04
what do i have to chec kfor
14:05
yes
14:05
my debug message gets printed
14:05
every tick
14:06
i placed it inside of this: else if(Item.m_Type == NETOBJTYPE_DDNETCHARACTER)
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print the m_Flags
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how? πŸ˜„
14:09
oke lol
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the client know that i am super
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okay then it's the prediction code
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so its related to my issue
14:10
?
14:10
cl_predict_freeze is only acitve when antiping is on (dont know if that is correct?) the weapon switch is delayed and not immediately aswell as the fire animation of the weapon
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I never touched it, so you'll need ryozuki to give you a hand, and he doesn't seem to have time
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i think trml needs to fix that
14:14
cl_predict_freeze is only acitve when antiping is on (dont know if that is correct?) the weapon switch is delayed and not immediately aswell as the fire animation of the weapon
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oh, yeah, I'll fix that
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damn you are here xd
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I just came home:P
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otherwise your prediction code is insanely amazing!
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it may be related to your issue, I'll check
14:16
nice, ty πŸ˜„
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check my issue on github, wrote a few things
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in my test case it was BlmapChill, a very big and old map. ddnet client 12.3.1 not the server, changed map -> worked again maybe related to the new prediction code
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Is anyone here on windows?
18:08
rn
18:08
xd
18:08
just fixed my boot
18:10
can you try compiling this?
18:11
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I think windows.h declares some min/max macro.................
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compiled client and sv
18:16
@Learath2 is this all?
18:17
oh im not on a clean cmake btw
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welcome to the bright side ryo
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i incrementally built it
18:17
@Learath2 also im on mingw
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@Ryozuki it compiled for you?
18:17
oh
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im not gonna install msvc bloat
18:17
xd
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mingw probably takes care of it
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I can build with vs if u want
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good jao
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@jao yes please
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git fetch upstream pull/1678/head:learathpr
18:18
:P
18:18
xd
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I add pullrequests to my normal fetch
18:19
it's useful to be able to do git checkout ddnet/pr/1678
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u do git checkout learathpr after
18:19
hm idk
18:19
i never checkout prs anyway xd
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if you add the pr's to your remote config they are fetched along with branches
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how to do that
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fetch = +refs/pull/*/head:refs/remotes/ddnet/pr/*
18:20
in .git/config under your ddnet remote
18:22
I put ddnet there but you obv need to rename it the same as your own remote
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hello Jannis
18:24
@jao feelsgoodman
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can you add #define NOMINMAX above windows.h includes? @jao
18:25
There is one in system.h, one in client.cpp and one in server.cpp
18:25
maybe we should add those to our cmakefile, we never include without LEAN_AND_MEAN anyways πŸ€”
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#define windows shit put this everywhere
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#if defined(CONF_FAMILY_WINDOWS) #undef CONF_FAMILY_WINDOWS #endif
18:26
#define for while(true) { //
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@Learath2 system.c ?
18:27
accidentally wrote .c
18:27
.h *
18:27
...
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same errors
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god damn windows
18:30
if you have a little time can you try one more thing?
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add target_compile_definitions(${target} PRIVATE /DNOMINMAX /DWIN32_LEAN_AND_MEAN=1) below L1627 in CMakeLists.txt
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same errors @Learath2
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the mind boggles
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ChillerDragon 2019-04-26 18:39:39Z
love it when github is reaching me before my youtiube subs
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can you show me around the error? maybe the compiler call itself if its possible
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we need the cmake god to fix things
18:39
twintri
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ChillerDragon 2019-04-26 18:39:55Z
oh wait thats a week old
18:39
didnt see that xd
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DDraceNetwork, a cooperative racing mod of Teeworlds - ddnet/ddnet
18:40
xD
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imagine having so much control with hf :/
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Quite impressive skill
18:41
I'm happy I can hf at all πŸ˜„
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what's funny is I still remember back when we were all figuring out hf
18:42
few people could hf properly even less drove properly πŸ˜„
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now it's like what can't we do flying πŸ˜›
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A fast intuitive paste service.
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@Ryozuki you should add the most recent video I guess πŸ˜„
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@jao thanks for trying but doesn't show the compiler call and idk how to get it to show on windows :/
18:44
@deen if you have a couple minutes could you give it a try?
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give what a try?
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DEPENDS: #1654 A better way to fix #1581 possibly deprecates #1597
18:46
windows.h seems to define a min/max macro
18:46
#define NOMINMAX is supposed to stop it
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just don't define min/max yourself
18:46
call it something else
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base/math.h has been defining min/max since the beginning of time πŸ˜›
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but why extend it?
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why not use std min max
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and why just 3 values, why not variadic?
18:47
and I don't have windows
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@deen it's the extent of my template abilities πŸ˜›
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you can have variadic templates that recurse
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i'm not up to snuff on metaprogramming
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and a specialization to stop
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I'll take a look, but either way windows.h defines a macro
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I have a particular format that requires space delimited tokens with a final null terminator (the null is part of the output). I created a function to send a series of space delimited tokens to an ...
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I'm not serious about adding that πŸ˜„
18:48
It's a pain to debug
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I guess I'll go diving for a windows CD
18:48
or maybe a usb lying around somewhere
18:48
thats not used anymore xd
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grab a floppy
18:49
u need about 2900 floppy disks
18:49
a guy did it
18:49
with windows 10
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found a windows xp cd...
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oh god
18:50
i think ucant install latest msvc
18:50
there
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doubt that's new enough
18:50
@Learath2 u know u can download windows 10 iso from windows and u dont even need to use a key or shit
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I'm back in turkey
18:50
third world internet
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I have a usb with some version of windows, I'll install it and hope it's not vista or sth πŸ˜›
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fiber internet has been coming to this building for the last 6 years
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i remember my days without fiber internet and playing tw
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one would think I'm in a village or sth
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it was such a horrible experience
18:54
now i got 600/600 :P
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it's the middle of one of the densest populated cities on earth
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thanks god
18:54
how many ppl
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16 million documented people
18:55
very small city istanbul
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documented xD
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yeah, a lot of people that immigrate from villages and never register
18:55
and a lot of syrian refugees, can't even walk outside on weekends anymore πŸ˜›
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getting virtualbox to boot off of a usb is just mental
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[quakenet] <deen> why would you run windows for this problem?
19:24
[quakenet] <deen> just don't add another min/max function
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god fine, i'll name it minimum and maximum....
19:26
so much grepping to do
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what sdif with egrep and fgrep and grep
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have you tried the manual page? πŸ˜›
19:28
"egrep can handle extended regular expressions (EREs)"
19:28
"fgrep is quicker than both grep and egrep, but can only handle fixed patterns (i.e. it does not interpret regular expressions)"
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[quakenet] <deen> but why have a min, max with 3 params?
19:29
[quakenet] <deen> I don't understand what it has to do with your change anyway
19:29
[quakenet] <deen> i thought the change is about colors
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conversion from rgb to hsl starts with a max3 and a min3
19:30
i found it ugly to do min(min(r,g),b)
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ChillerDragon 2019-04-26 19:37:12Z
why does my float not change its value if i add something to it -.-
19:39
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[quakenet] <deen> What was wrong with the 2-param min/max? I thought they worked fine
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You really would prefer min and min3 instead of one name for all of them?
19:41
They work fine, but it wasn't using our min and max, it's been using the macro one defined by windows.h all along
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ChillerDragon 2019-04-26 19:43:35Z
yo deen do you use windows at work?
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did u read his blog
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ChillerDragon 2019-04-26 19:43:51Z
no
19:43
xd
19:44
well some of it
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[quakenet] <Learath2> I'm keeping it minimum/maximum for now, can tackle that when merging
19:48
[quakenet] <Learath2> my w key is sticking, this will be the third time I get this keyboard replaced :(
wtf 2
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my teeworlds are only appearing on the servers of GER and Rus :\
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@xXpitiXx what server would you like to join. Go to ddnet.tw/status and copy the ip of the server.
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does not work. the server is online but I can not connect
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The new antiping feature is disconnected between visual and audio side of prediction. For example, if you shoot laser, then switch to another weapon faster than your ping, it shoots the laser silently (and the shot obviously doesn't register) and another weapon's bullet comes out with audio on. Visually, it looks like there are two bullets coming out almost simultaneously. (You don't have to start with a laser) Not synchronising audio is also not intuitive. Either antiping both visuals ...
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I don't even remember why I started working on colors now
Exported 402 message(s)