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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 2019-09-25 00:00:00Z and 2019-09-26 00:00:00Z
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@heinrich5991 I'd guess so, but is the bug fixed?
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What autoconfig.cfg i need for DDNet 0.7 Server?
04:03
Its crashing with the normal one @ sv_name
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ok think the map was the problem .. idk
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maybe you need a map in your maps folder?
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no but the map was incompatible πŸ˜„
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Cant
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it was a 0.6 map .. with kobra is now working
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0.6 map == 0.7 map
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then idk why crashing
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The Kobra 4 map I put in there is also 0.6
04:24
Maybe you didnt write sv_map "you map.map"?
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show me the Output
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[2019-09-25 06:25:24][server]: starting... [2019-09-25 06:25:24][datafile]: loading. filename='maps/ApaexV1.map' [2019-09-25 06:25:24][datafile]: allocsize=1388 [2019-09-25 06:25:24][datafile]: readsize=1124 [2019-09-25 06:25:24][datafile]: swaplen=1144 [2019-09-25 06:25:24][datafile]: item_size=876 [2019-09-25 06:25:24][datafile]: loading done. datafile='maps/ApaexV1.map' [2019-09-25 06:25:24][datafile]: loading data index=8 size=2644 uncompressed=2644 [2019-09-25 06:25:24][datafile]: loading data index=9 size=10796 uncompressed=10796 [2019-09-25 06:25:24][datafile]: loading data index=10 size=9424 uncompressed=9424 [2019-09-25 06:25:24][datafile]: loading data index=11 size=5460 uncompressed=5460 [2019-09-25 06:25:24][datafile]: loading data index=12 size=8988 uncompressed=8988 [2019-09-25 06:25:24][datafile]: loading data index=13 size=2500 uncompressed=2500 [2019-09-25 06:25:24][server]: maps/ApaexV1.map sha256 is 3a56eb8dd1d0584b9f6e809eeed9df441a076e90f1d03a486fedf46bf4d3b03b [2019-09-25 06:25:24][server]: maps/ApaexV1.map crc is b654c9a4 [2019-09-25 06:25:24][server]: server name is 'LeL'
04:25
thats it
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nothing more?
04:30
Can you send me the map so I can look into it later?
04:30
What client did you edit the map with?
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i edit with normal client teeworlds 0.7.3.1
04:31
yes i can .. i tried with flags and without flags idk
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Can you try to save it with ddnet client?
04:32
0.6er
04:32
?
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ok wait
04:33
ok map doesent show anything πŸ˜„
04:33
lel
04:33
So thats the issue
04:34
Your map is broken
04:34
The maps should normally work for both clients, both should be able to open them.
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ahh okay yes now i tried with new save and yes it works server is running πŸ˜„
04:35
sv_port 8303 sv_name "LeL" password "" sv_rcon_password "" sv_rcon_mod_password "" sv_map "Apaex" sv_register 1 logfile "autoexec_server.log" sv_score_folder "records" sv_max_clients 64 sv_max_clients_per_ip 4 sv_tournament_mode 0 sv_pauseable 0 sv_rescue 1 sv_rescue_delay 5 sv_rank_cheats 1 sv_motd "Testserver with DDraceNetwork Features!\nDon't forget to check server rules by using /rules" sv_tune_reset 1 sv_ddrace_tune_reset 1 (edited)
04:35
u think thats enough?
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Why shouldnt it be?
04:36
Irc saves your edited message, should change your rcon password
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its not my pw πŸ˜„
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Then why did you change it? xd
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looks nicer πŸ˜„
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irc spam = spam^2
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@heinrich5991 gimme the script that outputs that, I'll finish it up
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@BIG-JI i did upload some broken maps initially, sorry about that
08:41
but the maps in http://maps.ddnet.tw/compilations/maps7.zip should be fine now
08:41
btw, I'll probably not find time to implement sql in ddnet7 soon :/
08:42
that's a blocker for running a few official servers with it
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didn't chiller say he'd do sql?
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chiller said he stopped doing it
08:52
Script to extract identifiers from Teeworlds sources - extract_identifiers.py
08:53
personally would prefer if we keep the script two-part, one for extracting, one for checking
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@heinrich5991 hmm, I was hoping to use libclang actually
10:39
well, I guess I could first extract the info
10:39
then check
10:41
I really don't enjoy working with csv files though
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Is there any way to bypass Windows smartscreen on Win8? If you dont have admin pw?
11:07
Normal TW starts but ddnet.exe will be blocked
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I wonder what we are doing that brings up the prompt
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@heinrich5991 I'm having some trouble getting python to find my libclang
12:32
any tips? πŸ˜›
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To have a smooth image I need to turn off vsync and up the cl_refresh_rate value. I have a 144hz monitor, and I keep the cl_refresh_rate at about 500 to fix this. Without any fps-limit I get at least 3000 fps. This happens with opengl enabled as well as disabled, however on 0.7 it seems like 144 fps is sufficient. although vsync makes the screen tear again. I don't know which role gfx_refresh_rate has, but it seems like a low number (144 as well) also enables the screen tearing.
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@Learath2 LD_LIBRARY_PATH?
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Yeah had to force it with LD_LIBRARY_PATH, I guess it's some osx shenanigans with xcode providing it's own llvm
12:50
well it's DYLD_.... in osx
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no idea about macos tbh
13:07
@Learath2 python has quite nice csv support
13:07
I thought I had extracted all the interesting information from the libclang stuff already
13:07
the rest that remains should be mostly string operations(?)
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When will be the texture change option be added in ddnet? Like the opensource client AllTheHaxx has? https://allthehaxx.github.io Would be cool, because ddnet has so many options to change but texture is like the only thing you cant ingame (would be faster and easier too) would be really nice
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pls dont link to hax clients xd
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oh ok
13:11
wait is ath a hack client
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borderline
13:11
depends on the mode and how they use it
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oh ok
13:11
just linked it because it is open source and has the texture change option
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yeah it has a few nice features i wish theyd add to ddnet lol
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i dont really use it but i like some things yea
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i dont (+cant) use it either but ive heard it has translator built in?
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ye thats cool xd
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using which api?
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curl_easy_setopt(m_pHandle, CURLOPT_URL, "http://api.mymemory.translated.net/get");
13:14
just looked at the code for it lol
13:14
also people tell me it has copy/paste from f2 which would be nice in ddnet too
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oh did not know that lol
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i might be mis remembering/confusing it with another client
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also the reaosn it is considered hack client is usually because it allows zoomout in modes where that isnt allowed
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@heinrich5991 is there an easy way to unpack a dict?
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what do you mean, unpack?
13:24
from what? to what?
13:24
@Learath2
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dick*
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I want to unpack everything in a dict as local variables
13:25
I'm doing a, b, c, d = dict right now, is there a better way?
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that doesn't work(?)
13:26
that will only get you the keys
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does it work at all
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yes, I just tried
13:28
I'm looking for an elegant way to extract some values from a Python dict into local values. Something equivalent to this, but cleaner for a longer list of values, and for longer key/variable names...
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yeah, doesn't really work does it, I was thinking of js
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polluting the local namespace with stuff from user input sounds dangerous anyway πŸ˜›
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@heinrich5991 How best to handle these? {'file': '../src/game/server/entities/character.cpp', 'line': '782', 'kind': 'variable', 'type': 'mu', 'name': 'u'}
13:35
I was thinking of just ignoring things inside a union but that sounds too broad
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I think we allow one-character variable names in a few placess
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maybe add a comment above declarations that can ignore style? //@ignore-style?
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(and it doesn't have to accept the current source either, just most of it)
13:35
yes, we can do that if you want
13:35
*I
13:35
*I can do that if you want
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Re: [4:35 PM] heinrich5991: I think we allow one-character variable names in a few placess we should either get a nice rule for this or do ignore-style
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oh yea, inside unions is probably bad, you're right
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btw I added the u to type, but I'm not sure if we should ignore style in all unions
13:38
Can you think of somewhere where we'd need to mark union members with m_?
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hm no
13:39
apparently all our union members have one-character identifiers
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also your script misses {'file': '../src/game/server/entities/projectile.cpp', 'line': '171', 'kind': 'variable', 'type': 'p', 'name': 'apEnts'} and multiple levels of indirection
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I guess that's a rule πŸ˜›
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@heinrich5991 so allow single character lowercase members inside unions?
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yes
13:41
@Learath2 you mean it doesn't give me that variable declaration?
13:41
hmmmmm
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It gives that declaration but the a is justified
13:41
yet it doesn't report type a
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uh
13:41
let me check that
13:42
works for meβ„’
13:42
../ddnet/src/game/server/entities/projectile.cpp,171,16,variable,Tick,ap,apEnts
13:43
probably version difference in libclang I guess?
13:43
I got clang --version as clang version 8.0.1 (tags/RELEASE_801/final)
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clang version 9.0.0 (tags/RELEASE_900/final)
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damn you πŸ˜›
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I doubt that's it though
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why do we get different results though?
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well could you get clang9 to check?
13:46
I don't have the internet to grab clang 8 πŸ˜›
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not right now
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I'll output the typekind directly to see what's throwing it off
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the debug output is useless btw
13:47
not of .kind though
13:47
but it only tells you the first indirection
13:47
aaahhh
13:47
it probably has a different type for array now
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yeah that's what I'm thinking
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clang 9 not yet in arch repositories :<
13:48
otherwise it would be easy to update
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oh wait
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?
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../src/game/server/entities/projectile.cpp,171,16,variable,Tick,p,apEnts I guess I'm the one messing up?
13:50
sorry 😦
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what do you mean?
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oh, I'm just blind
13:51
what is wrong with me today, that still looks broken πŸ˜„
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yes
13:53
@Learath2 I wonder how it gets to the pointer though, I mean that's the second indirection
13:54
oh, that means that it's the first indirection for the script
13:54
that sounds wrong
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../src/game/server/entities/projectile.cpp,171,16,variable,Tick,p,apEnts
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hmm
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that broke a line
13:55
it's POINTER ../src/game/server/entities/projectile.cpp,171,16,variable,Tick,p,apEnts
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but why?
13:55
is that a bug?
13:56
what's the inner type?
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sounds like it's erroring out
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some libclang bug?
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it doesn't show errors for some reason
13:57
try just compiling the file with clang
13:57
ohhh
13:57
ohh
13:57
you need to be in the directory ..
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I think the type pointed to is really int
13:57
@heinrich5991 really?
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yes. because I pass -Isrc to the clang command line
13:57
for the include directories
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CONSTANTARRAY POINTER RECORD CONSTANTARRAY src/game/server/entities/projectile.cpp,171,16,variable,Tick,ap,apEnts
13:58
That worked
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nice
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@heinrich5991 guess there should be a way to do this in a smarter way
13:58
maybe let the user pass the -I ?
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yes, something
13:59
or figure it out yourself
13:59
by going up the tree until we reach a directory called src?
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well it would work, but should we make this reliant on a folders name?
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I think I made it teeworlds-specific somewhere else already
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Also are your p's and a's in the correct order?
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src/game/server/entities/projectile.cpp,171,16,variable,Tick,ap,apEnts
14:02
yes?
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I'm more concerned about deeper nested ones
14:03
e.g. m_pa vs m_ap
14:03
m_paa
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should be in the right order
14:03
it builds the string from the left, and has the outermost type first
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GitHub Gist: instantly share code, notes, and snippets.
14:26
here is my initial attempt πŸ™‚
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there's a DictReader that reads csvs into a dict btw πŸ˜›
14:27
looks good
14:28
looks very nice, actually πŸ™‚
14:28
thanks!
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Oh also I had to modify your script to push an u for union members
14:39
@heinrich5991 should I commit both scripts to ddnet and commit a fix for the variables?
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@heinrich5991 {'file': 'src/game/server/score/file_score.cpp', 'line': '62', 'kind': 'variable', 'type': 'm', 'name': 'MapVote'} this looks wrong to me
15:19
kind is not variable
15:19
also {'file': 'src/game/server/score/file_score.cpp', 'line': '14', 'kind': 'variable', 'type': 's', 'name': 'gs_ScoreLock'}
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also src/game/server/entities/character.h,34,2,variable,CCharacter::operator new,,Size
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nvm the last one, is normal
15:47
updated the gist to check local variables aswell
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Does teeworlds only support png files?
17:44
For Skins, mapres, emoticons etc
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ChillerDragon 2019-09-25 17:57:02Z
think so
17:57
no svg graphics engine
17:57
would be amazing tho
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[quakenet] deen BOT 2019-09-25 18:51:41Z
you could also just use twice the resolution for pngs as an easy fix
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ChillerDragon 2019-09-25 20:03:04Z
deen: too support higher resolution or what?
20:04
svg mapres would be so nice. Because so mappers stretch their quads waaaay too big. Even in standard maps you can see that the sun has way worse resolution than the tiles for example. And doubling would help.. but its not the best solution. Especially if you want to support noob mappers on 16k screens xd. Also loading times would be way slower if every image gets scaled up.
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ChillerDragon 2019-09-25 22:03:24Z
Yikes ill never update my mac again it killed my old imovie projects and stdio.h is gone lol In file included from /Users/chillerdragon/Desktop/git/ddnet/src/base/system.h:18: /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/../include/c++/v1/stdlib.h:94:15: fatal error: 'stdlib.h' file not found #include_next <stdlib.h>
22:03
rip irc
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Uff, by far my biggest commit ever
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ChillerDragon 2019-09-25 23:53:01Z
also biggest commit message
23:54
but +1 for 0.7
23:55
Exported 225 message(s)