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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 2020-05-29 00:00:00Z and 2020-05-30 00:00:00Z
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i don't have "render" button D;
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you have to download the new zip file
01:53
which is 13.1
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Yea, 13.1+ has the option to download with video recorder
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ohh thanks
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461250e M Yun Gu 2, A Reflect - ddnet-maps
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@Dezarion did you build with the bundled mysql lib? It is known to be kind of broken, I think we should just remove it
05:31
-DPREFER_BUNDLED_LIBS=OFF in cmake
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@deen yeah i did. ill try that later today after work
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[quakenet] deen BOT 2020-05-29 05:46:55Z
if that fixes it we should just remove the bundled mysql libs
05:47
they cause more problems than they ever solved
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@fokkonaut I'd wager both
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Still affects many values in editor, for example colors in tiles and quads. Thanks to Pipou for report.
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@Learath2 i just wrote my own updateplayermaps algorithm
12:00
i will test whether it works better
12:00
it has less loops and no nth element
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nth element is quite cheap
12:04
much cheaper then actually sorting either halg
12:04
half*
12:05
linear complexity I believe
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[quakenet] deen BOT 2020-05-29 12:06:55Z
can be slow because of caching of course
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I think any actual sorting would also suffer from the same amount of caching, no?
12:10
if not more because there will be more swaps taking place
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I suppose we should trigger /rescue on kill tile collision if team is in practice mode
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I think you only need to fill record_map
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5886ac9 Fix grammar in ungrenade description (Thanks to Pipou) - def- b25cb5d Merge #2230 - bors[bot]
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im consitently crashing on "cup of tee" right now, every time i shoot a rocket after coming back from timeout
21:25
Thread 1 "DDNet" received signal SIGSEGV, Segmentation fault. 0x00005555556c0cad in CGameWorld::CreateExplosion(vector2_base<float>, int, int, bool, int, long) () (gdb) bt #0 0x00005555556c0cad in CGameWorld::CreateExplosion(vector2_base<float>, int, int, bool, int, long) () #1 0x00005555556be8f0 in CProjectile::Tick() () #2 0x00005555556c0241 in CGameWorld::Tick() () #3 0x00005555556b13b5 in CGameClient::OnPredict() () #4 0x000055555560c339 in CClient::Update() () #5 0x000055555560d166 in CClient::Run() () #6 0x00005555555a4e36 in main ()
lol 1
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local server? ddnet server?
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looks like client
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and its really weird
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oh true
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watch me in 100 secs i guess
21:27
when i try to reconnect again
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try compiling an older version perhaps
21:27
which version are you on?
21:29
someone wanna watch maybe-crash?
21:29
i think its only when the explosion hits me
21:30
maybe prediction or smth
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compile with -g flag so the trace shows where in the function it happens
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(updating rn)
21:30
got gdb open with the crash tho
21:30
if you got commands you want me to run, go ahead
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in a non-debug build unfortunately
21:31
debug build would be nicer to debug
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with -g or the actual debug build
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ok still crashes on the newer version, will build now
21:33
i dont crash on my own build
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you mean in debug build?
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what is the "official" build?
21:34
downloaded from ddnet.tw?
21:34
ddnet package
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so also your own build, maybe with different options. hmmm
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i guess i finish my race first?
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yes
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My client (13.2-1, ddnet package from the aur) consistently crashed, caused by rocket explosions. The crash only happened when my tee was in range of the explosion. It persistently crashed on each client restart and timeout-reconnect. Only when i opened my self-built client did the crashing stop, however i was not yet able to reproduce the crash. If anyone is interested in the circumstances of the crash: I was in a team of 2 tees, on the map "cup of tee", at the start of the first rocket...
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