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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 2019-07-15 00:00:00Z and 2019-07-16 00:00:00Z
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I have a new macbook pro from 2017
05:58
But the superior design of apple computers allow them to become toasters when under any cpu stress, like compiling code or running a game thats supposed to run on even a banana
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That's pretty useful
06:22
If you want to make some toasts troll
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1703e9d Cfg to keep hammer after hammerfly (closed #1816) - ChillerDragon 5a93dde Merge #1817 - bors[bot]
08:02
32e10cd Add donation by Ryozuki - def-
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0cb13cc Fix double pause due to spec - fokkonaut a2e40ca Merge #1803 - bors[bot]
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efcf5c2 Revert "Add donation by Ryozuki" - def-
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ChillerDragon 2019-07-15 08:47:03Z
wat? again a reverted donation
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xd
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I just forgot that I had added it already 😄
troll 5
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@heinrich5991 curl is 7.65.0 on their computer, so I guess it's not that
10:49
But it's shockingly similar. I don't get it
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This fixed objc[52886]: Class SDLApplication is implemented in both /Users/learath2/Desktop/C/ddnet/ddnet-libs/sdl/mac/lib64/SDL2.framework/Versions/A/SDL2 (0x10c8ac680) and /Users/learath2/Desktop/C/ddnet/build/./DDNet (0x10c46c090). One of the two will be used. Which one is undefined. Not sure if this was an issue for anyone, but at least it doesn't break anything.
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@fokkonaut what's the idea behind your pr for projectiles in tune zones?
12:00
Also when adding tunezones why wasn't tunezone 0 the default tune zone? 😄
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019998b Fix small issue - Learath2 c2e3189 Merge #1827 - bors[bot]
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who in gods name thought it was important that cmake gets filenames alphabetically sorted
13:30
Why can't the computer, which has upwards of 27000000 clock cycles per second available to it just sort the list itself and not complain like a little baby?
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Either heinrich or I thought so 😃
13:32
In large projects keeping them sorted reduces the chance of conflicts compared to always appending your new file at the bottom.
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I guess... TIL . comes after the entire alphabet
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[quakenet] heinrich5991 BOT 2019-07-15 13:35:56Z
just use :sort in vim :P
👍 1
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FINALLY
13:42
After 3 decades of experimentation, the damn json library links
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The player who touched the tile should respawn first and have strong hook. Reported by NovaShock
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[quakenet] Learath2 BOT 2019-07-15 15:24:49Z
as expected I ended up with a shitty getter in CHMasterServer that just returns a masterserver object from the array
15:25
I'm way too bored of restructuring all of this, so we are keeping it, if anyone wants to rewrite it down the line they are welcome to
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@Learath2 The odea is that you can see projecties of people in tune zones without them looking buggy, so that they dont just disappear and hit you and yyou dont know why
16:48
Often it looks weird if there are tune zones next to normal players
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@fokkonaut I meant as in, what's the idea behind your solution
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What do you mean?
16:54
Oh
16:54
ye
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What the best visual studio?
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So, it will calculate the velocity using the original Tunings (the one that the server sends the client) and will then calculate the position with the tunings from the tunezone
16:56
and we need to reset the projectile every 4th tick, otherwise it would fail and would look buggy again
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oh, every 4th tick you re-do the calculation?
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If ddnet client gets support, maybe like sending the tune value of the projectiles tune zone through the FillExtraInfo, we can easily show ddnet clients the projectiles without them being reset
16:57
Yes, it does
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I'm not sure we can fit it in extrainfo
16:58
but with the extended protocol i'm not sure whether we need to fit it anyway
16:59
@trml can you take a look when you have some free time at hand? 🙂
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@Learath2 I was just thinking about looking at it:P
17:00
are tunes stored in the map?
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then the client (in theory) has what it needs to predict tunezones. perhaps it could be possible to add tunezone prediction to the client? (Im not sure how easy that would be though)
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Well the position of the projectile is known, and you can find whether the position is in some tunezone
17:08
it shouldn't be too har
17:08
d
17:09
Make sure to use the position where it started
17:09
not where it is atm
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Oh is that how they work>
17:13
?
17:14
It would have been so cool if the projectile could change tunezones as they go 😛
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[quakenet] heinrich5991 BOT 2019-07-15 17:14:31Z
well, the server and client only communicate the first position and only store that
17:14
so guess how they were implemented :P
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[quakenet] Learath2 BOT 2019-07-15 17:14:56Z
ah yes, vanilla compatibility
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@Learath2 yes, it uses the position where it spawns
17:18
(which is sometimes not the position where the player is, for example if you are on the edge of a tunezone and shoot to the open ending of the zone, then it is spawned in the Other block and therefore not in your tunezone)
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how come the mastersrvrs don't work btw? i see no attack
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@deen I guess ours is just completely blocked
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@deen I thought we had a rule for it on the firewall at nfo
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@deen do you know of a way to zero-initialize a object within it's constructor?
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using the initializer list and setting each member to 0
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I mean something that's more elegant
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or if you want to do it dirty and have no virtual functions etc, memset(0, sizeof(Class))? 😄
19:18
with this
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memset(this, 0, sizeof(*this));
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mem_zero in tw
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class Child : public Parent { Child(const Parent &p) : Child(), Parent(p) {}; }; I was trying sth like this
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what is the difference between mem_zero and memset
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mem_zero is always 0
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@noby mem_zero passes the 0 for you 😛
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@noby eliminating the useless parameter that is in a weird order
19:19
gcc even has a warning for it
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is it weird order?
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buffer, value, size
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@heinrich5991 it's not too unusual of an order, "dst, src, size" is pretty common in the c stdlib
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instead of grouping buffer and size together
19:20
@Learath2 the size is usually next to a buffer of that size
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well memcpy and strcpy would beg the differ 😛
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not memcpy shrug (edited)
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anyways, we are drifting, is anything like what I'm trying possible short of initializing every member that only belongs to Child?
19:21
void *memcpy(void *dest, const void *src, size_t n);
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copy n bytes from src to dest
19:22
mem_zero(((unsigned char *)this) + sizeof(Parent), sizeof(*this) - sizeof(Parent)); (edited)
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@heinrich5991 that's worse lol
19:23
is that ever safe?\
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I guess it's as safe as mem_zeroing a structure at all
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it's not a structure, it's a class, it has a vtable
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then don't do it I guess
19:24
I mean what I suggested
19:24
I guess initialize all the members explicitly
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it's safe for a pod
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I mean I'm not retarded, I asked because you people are more familiar with c++
19:26
I can obviously initialise it explicitly
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initialize all explicitly and add the compiler warning that warns about uninitialized members, then you won't forget them
19:26
(maybe it was a clang-tidy)
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(what I wanted to say is that I don't see a better way than initializing the members manually)
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wdym by pod
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plain old data
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you could also list all members like "int x{0};"
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i.e. nothing with constructors etc.
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then the constructor doesn't have to init them, will happen implicitly
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You can not spam /lock anymore (for example press lock key twice to check if your team is locked), there is a weird delay inbetween. Definnitely wasnt like that before
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DDraceNetwork, a cooperative racing mod of Teeworlds - ddnet/ddnet
22:01
I'll commit the server part tomorrow, then I'm not touching it for a while
Exported 117 message(s)