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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 2020-08-13 00:00:00Z and 2020-08-14 00:00:00Z
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abd3649 M Multimap, M Push it, A Zap - ddnet-maps
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@Anime.pdf not sure, what site exactly?
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310fe80 Update translation status - def-
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@Zwelf Another one for you I guess: ``` [2020-08-12 21:46:57][chat]: Fuk0 finished in: 7 minute(s) 36.80 second(s) [2020-08-12 21:46:57][chat]: New record: 5.30 second(s) better. [2020-08-12 21:46:57][chat]: *** Filis finished in: 7 minute(s) 36.80 second(s) [2020-08-12 21:46:58][sql]: save score done [2020-08-12 21:46:58][sql]: save score done [2020-08-12 21:46:59][sql]: insert team rank logic error: first team member from sql (Fuk0) should be first name in array (Filis), b...
06:31
I noticed that ddnet-server.sqlite contains both regular ddrace as well as block entries now. We use a separate server for the block server ranks. Maybe we should just use the same server for both instead?
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Can be reliable reproduced by finishing in this sequence: 1. A, B 2. A, C 3. B, C <- triggers error Fixes #2568
08:32
f3619c2 Remove incorrect check when inserting team ranks - Zwelf 77473bb Merge pull request #2570 from Zwelf/pr-remove-incorrect-check - def-
09:02
3599532 Add +resetdummy - ardadem 875bcea Merge #2571 - bors[bot]
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@Anime.pdf not sure, what site exactly?
@deen players rank
10:02
For example
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7172305 Update language files ("Client message") - def- e6c78ee Merge #2562 - bors[bot]
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Well it's a rather large page, still how should we know why your program is slow if you don't show us the program? :D
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@Anime.pdf /players/ pages are expensive to create so it takes a while, that's expected.
11:34
if you want to do lots of analysis on the data, you should get our raw data instead: https://ddnet.tw/stats/
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can anyone help me with adding custom library to the vanilla bit later?
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@gerdoe what kind of lib, what vanilla bit?
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zeroxs/aegis.cpp, "to the vanilla teeworlds, but bit later"
13:11
i want to log all things in discord server directly, without econ connections
13:11
maybe will make bridge with discord server
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is it normal that 'v-sync' is activated? i asked myself since new update why it's not smooth at all ingame, now i just saw v-sync is activated, that was the problem
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it wasnt activated in my client
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@deen @Learath2 RAM usage keeps piling up every time I use 'Load Current Map' in editor (edited)
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Sounds like a memory leak
15:30
interesting stuff
15:30
i loaded a map and also saved a map
15:30
==11007== Syscall param write(buf) points to uninitialised byte(s) ==11007== at 0x595DB8F: write (in /usr/lib/libc-2.31.so) ==11007== by 0x58EE82C: _IO_file_write@@GLIBC_2.2.5 (in /usr/lib/libc-2.31.so) ==11007== by 0x58EDB65: new_do_write (in /usr/lib/libc-2.31.so) ==11007== by 0x58EF918: _IO_do_write@@GLIBC_2.2.5 (in /usr/lib/libc-2.31.so) ==11007== by 0x58EEEC5: _IO_file_xsputn@@GLIBC_2.2.5 (in /usr/lib/libc-2.31.so) ==11007== by 0x58E3500: fwrite (in /usr/lib/libc-2.31.so) ==11007== by 0x22A10A: io_write (system.c:341) ==11007== by 0x200767: CDataFileWriter::Finish() (datafile.cpp:875) ==11007== by 0x3A8BAF: CEditorMap::Save(IStorage*, char const*) (io.cpp:545) ==11007== by 0x3A7525: CEditor::Save(char const*) (io.cpp:217) ==11007== by 0x37D9A0: CEditor::CallbackSaveMap(char const*, int, void*) (editor.cpp:997) ==11007== by 0x3C4324: CEditor::PopupEvent(CEditor*, CUIRect, void*) (popups.cpp:1138)
15:52
thats like 300kb
15:57
i normal tile layers dont get freed
15:57
i think*
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please cl_show_others_alpha should affect the freeze stars too
f3 2
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hard to do, the server doesn't send whose stars they are
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We could sort of cheat by matching the position to the tees, though it'd be a little costly
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Stars have a clientid
17:18
ah, not in 0.6
17:18
0.7 only
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52af888 Allow switching weak/strong with saving and loading - Zwelf 6203362 Merge #2572 - bors[bot]
feelsamazingman 2
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@Lady Saavik like heinrich5991 said, same issue as with sounds, client doesn't know which player they belong to
20:57
we could show them not at all as a compromise (same for sounds, could turn them off entirely for players from other teams)
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@deen you mean you don't even know it's your own stars?
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Pulsar: @deen @Learath2 RAM usage keeps piling up every time I use 'Load Current Map' in editor
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yeah, client doesn't know that
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but I know
20:58
ok fine
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turn all off and render a new set of stars at player poggers
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Edit stars opacity in photoshop or delete them
22:37
greenthing
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i wish the stars followed players when they are emitted instead of hovering in the air cuz when ur in a bigteam theres stars everywhere and aaa it gets messy
Exported 61 message(s)