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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 2020-08-25 00:00:00Z and 2020-08-26 00:00:00Z
05:37
4abe8ca Sort servers by a combination of players and ping as default - trml d5c0300 Sort players by descending order first - trml 7d1ce2f Merge #2638 - bors[bot]
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466167b Update highcharts and include in this repo - def-
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Is anyone here familiar with crawling? I'm looking to crawl a website that doesn't really want it's user list public, so I need to crawl the internet for the links to user profiles
09:30
Though I'm not sure how best to do that
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crawling internet uh oh
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Yeah, tough job with millions of pages. So I was thinking of scraping google instead
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I think google won't like if you do unto them as they do unto others 😄
09:43
Anyway, if you have any idea how I could go about scraping large-ish parts of the internet
09:44
hmu 🙂
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Is there a way to show what bind I have written for my keys in the console? Or only in config file
09:52
Smth like show bind 'x'
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dump_binds x
11:14
d24dbd0 Send larger distance when zooming - def- 836863b Merge #2637 - bors[bot]
11:20
d5045ce Enable "Switch weapon on pickup" by default - def- 5b8e8ba Merge #2631 - bors[bot]
12:01
d41a6e6 Give a more instructive message on DNSBL ban - def- 3d1bc41 Merge #2639 - bors[bot]
12:04
0ea1922 Add static charts.js - def-
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@Learath2 about the nick situation: currently, you'll get the steam name by default, it will be "shadowed" in the nick text fields
12:10
until you put someting of your own in there
12:11
I'd prefer to allow changing nicks for steam, I'm open to more intuitive UI. if you guys think we shouldn't allow to change nicks in the steam version, I'm also fine with that
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Unchecked full screen option and came across this, haven't been able to replicate it though so might have been problem my end. Epilepsy warning.
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I'm not quite sure what the best practice is
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@Clavata is it also flashing if you don't record it with a camera?
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couldnt get it to show up with obs
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but you can also see the flashing without the camera?
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is ur gpu dying
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wouldnt know
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i mean have u noticed any weird behavior like that in other applications/games that arent tw
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havent noticed anything else, and tw works still
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ig not that then
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I've had that bug as well, usually after using ScreenToGif and turning fullscreen back on
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hmm, I was actually in the process of taking screenshots when i turned full screen off and got that
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Kasia suggests so that newcomers don't get kicked when they have trouble doing a part and are considered to be blocking. They can then still watch how the part is done when frozen.
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isnt that sv_vote_pause
tee_thinking 2
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Mb we should use steam name for dummy too, like [D] prefix on it?
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59ae7ca Don't need tooltip, add news - def-
15:30
3c6f058 Add SteamAPI + stub - heinrich5991 a1875e4 Rename libddnet-antibot.so back to libantibot.so - heinrich5991 5d83e91 Use player name from the Steam API as fallback - heinrich5991 bfe7b3c Use player name prefixed with "[D] " for the dummy name - heinrich5991 f2cb651 Merge #2615 - bors[bot]
15:33
We already support running DDNet ddnet:ger.ddnet.tw:8303. @heinrich5991 recently added Steam API support, so I think this can be extended more easily now: https://github.com/ddnet/ddnet/pull/2615
15:43
c2ce132 Allow specifying an OpenGL version manually - Jupeyy 7450e35 Add OpenGL 4.x support & cleanup - Jupeyy a07e9ac Add OpenGL 1.x, 2.x, 3.x support (fixes #2619) (fixes #2607) - Jupeyy 5b9269f Check NPOT textures and stronger 1.x fallback (fixes #2630) - Jupeyy f04ec93 Use OpenGL 3.0 as default - Jupeyy 2c02314 Stronger 1.x fallback, if OpenGL 3.0 was invalidly created - Jupeyy 3117a93 Do not create 2D textures, if not required - Jupeyy 694db44 Merge #2598 - bors[bot]
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wrong channel
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yo teeworlds developers wassup
15:50
ddnet*
15:50
this is not teeworlds
15:56
you use the donations to pay for yourself or what?
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to pay servers
15:58
developers dont get money
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Time to trigger all devs
15:58
I love Python
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me too
15:59
visible confusement
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I love windows
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@deen the announcement is wrong
16:00
it says its brutal
16:00
but its insane 1 map
16:00
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WHO HAS THE NEW DD_NET ME IF
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wat @AR YV
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Client crashes after connecting (but you never get ingame) ``` Thread 1 "DDNet" received signal SIGSEGV, Segmentation fault. CCollision::Init (this=0x55555596a278 , pLayers=0x55555596a228 ) at ../src/game/collision.cpp:66 66 m_Width = m_pLayers->GameLayer()->m_Width; (gdb) bt #0 CCollision::Init(CLayers*) (this=0x55555596a278 , pLayers=0x55555596a228 ) at ../src/game/collision.cpp:66 #1 0x00005555557b1a10 in CGameClient::OnConnected() (this=0x555555969980 ) at ../src/game/client/g...
16:21
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@deen did you see my comment about the steam version?
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I take this as a yes
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is it possible for game layer to be null? xD (edited)
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I mean do a print m_pLayers->GameLayer() to find out @Ryozuki
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@heinrich5991 i guess checking that with gdb is not trivial? xD
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@Ryozuki enter what I said in gdb
16:28
$1 = (CMapItemLayerTilemap *) 0x0
16:28
ye
16:28
its null
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you found the problem 😉
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well solving it is another story
16:28
it worked in previous ddnet versions
16:28
justatest
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find out why it is 0 or bisect
18:17
i cant reproduce it again with self compiling
18:17
but steam one crashes
18:18
oh
18:18
it crashes again
18:19
maybe i should have deleted build entirely
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are you sure it's libsteam_api.dll not steam_api.dll?
18:23
@deen
18:27
@heinrich5991 Also, on osx, should I put it in Frameworks or ddnet?
18:28
23a3d46 Use borderless by default on Mac (fixes #2632) - def- 955ccb9 Merge pull request #2634 from def-/pr-borderless-mac - def-
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I don't know
18:29
you could run install_name_tool to find out
18:29
@Learath2 tested it on mac
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@deen you want a path relative to @executable_path on mac usuallu
18:32
y*
18:33
@Learath2 we have the other dylibs in Frameworks, where should I put the steam api dylib?
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Same place
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Might need to mess around with install name tool to get it to link properly and to the correct dylib
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Did you test that the non-steam mac build still starts? https://ddnet.tw/downloads/DDNet-14.5-osx.dmg
18:37
23a3d46 Use borderless by default on Mac (fixes #2632) - def- 955ccb9 Merge pull request #2634 from def-/pr-borderless-mac - def-
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@deen the nonsteam version seems broken
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@heinrich5991 wait, I can't update to 14.5 on Linux. We don't have a way to download so files
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Dyld Error Message: Library not loaded: /home/*/libsteam_api.dylib Referenced from: /private/var/folders/*/DDNet.app/Contents/MacOS/DDNet Reason: image not found
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Do we really need to link against the stub? Why not just #ifdef it out?
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makes it easier to test
18:39
one less configuration
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We could do a really hacky nginx hack to serve the correct .so file depending on the client name
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@deen seems it linked with an absolute path for the non steam version
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does cmake rpath work on macos?
18:42
perhaps it's as simple as removing the if(PLATFORM STRNEQ mac) check
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we have it working for libfreetype and libsqlite
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Seems the steam version is also linked with an absolute path
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so if you do it the same way as those libs, I can put it in ~/Frameworks
18:42
in Frameworks
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SDL also looks off to me, you almost always want to link to @executable_path/../Frameworks
18:43
For the bundled release
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I didn't change anything there
18:45
is the first bad commit
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Sorry, I meant @loader_path/../Frameworks
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@Ryozuki I doubt it 😄
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hmhmhhmh
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Anyway, just linking to @rpath should also work as we have @loader_path/../Frameworks as LC_RPATH
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ok wait
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Could you provide a fix? I'll be afk a bit
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I can try, but you are crosscompiling, I'm not. You might have a different version of cmake
18:50
im confused
18:50
18:50
my git bisect skills justatest
18:52
ok ill make a script
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@heinrich5991 how do you link libsteam with rpath?
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for good bisect
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it seems to link to absolute path on mac
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@Learath2 maybe check how the other libs are done
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We don't build the other libs ourselves though
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@Learath2 try allowing mac in the set_own_rpath function in cmakelists.txt
18:54
maybe that works
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We don't want $ORIGIN on mac anyway
18:57
How do I keep finding myself reading cmake documentation at 2200 every time?
18:57
I absolutely abhor cmake
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hm okay
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@heinrich5991 how can I get the path we built some target at?
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$<TARGET_FILE:name>
19:02
doesn't work everywhere though
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I honestly don't know why it links with an absolute path
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how is the search path determined?
19:04
on mac?
19:04
on linux it's completely independent from the link path
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Actually, it links to @rpath correctly on mac, maybe a cross compilation issue?
19:05
Guess I'm not sleeping tonight
19:06
@heinrich5991 Search path while loading the libraries?
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@Ryozuki I doubt it 😄
@deen it tells me its 4da0592d78ed57b15738cc6cc63ce5e59723f070 again
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where the executable searches its dependencies
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first bad commit
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I think your bisect is broken
19:09
that file doesn't even get compiled into the client
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@heinrich5991 there is no search done on mac, it's either an absolute path or it's a relative path
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i bisected 3 times
19:09
im done
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ok, so without doing bisect
19:10
that commit doesn't work and the one before works?
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rm -rf build mkdir -p build cd build cmake .. make -j12 exit_status=0 ./DDNet "connect 88.198.184.126:8318" && exit 0 exit 1
19:10
it doesnt like segfault signal so i wrapped it
19:10
ignore that variable
19:11
lemme test the commit before
19:11
the one before works
19:12
(cf15ef6cc0bb48496a60a906284eec85b5807bbc)
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and that one doesn't?
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oh wait
19:12
maybe thats 2 before
19:12
ill test 53c43536d5be86c9fb880ff5a7799f620acb40e6
19:13
works
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and does 4da0592d78ed57b15738cc6cc63ce5e59723f070 work if testing manually?
19:13
wait, did you test the other two manually?
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4da0592d78ed57b15738cc6cc63ce5e59723f070 doesnt work manually
19:14
does linus use ddnet-libs?
19:14
linux
19:15
i may have forgot to git submodule update
19:15
the one before works manually
19:15
idk why 4da0592d78ed57b15738cc6cc63ce5e59723f070 doesnt work
19:16
[2020-08-25 21:15:58][datafile]: loading. filename='maps/dm1.map' [2020-08-25 21:15:58][datafile]: could not open 'maps/dm1.map' [2020-08-25 21:15:58][datafile]: loading. filename='downloadedmaps/dm1_f2159e6e.map' [2020-08-25 21:15:58][datafile]: could not open 'downloadedmaps/dm1_f2159e6e.map' [2020-08-25 21:15:58][client/network]: starting to download map to 'downloadedmaps/dm1_f2159e6e.map.100899.tmp'
19:16
kinda funny
19:16
idk why it tries to download dm1
19:16
the server map is not named like that
19:16
its named Smashy
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vanilla token?
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some version of the vanilla token system is implemented with dm1
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@heinrich5991 does it use the client map too?
19:18
this commit removes dm1
19:18
i think
19:18
maybe its that
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ah yea, maybe that
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so git bisect never lies
19:19
poggers
19:20
we should add dm1 then?
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Or embed dm1 I think
19:22
My cross compilation vm broke somewhere along the way, so I'm recreating that
19:22
I bet I won't be able to reproduce it
19:26
pacmangang
19:26
extra smart package manager
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sudo pacman -S pacman-keyring
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Waiting for llvm to compile on a 2 core vm is actually very annoying
19:42
So let's pick on python while waiting
19:43
How can a language with so much hand holding be so horrible at package management?
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invented before the advent of useful package managers I guess?
19:46
they should fix it though
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I'm also confused how someone else didn't take it in their hands
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I think they're doing pyenv these days
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Seems like there are no alternatives to pip, nor are there any import managers fixing the insanity that is python module resolution
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I don't like it though 😛
19:47
try pyenv, but it has emojis
19:47
[TRIGGER WARNING]
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Facebook didn't like npm, so they made yarn. Made npm quickly get their shit together
19:47
@heinrich5991 no env variable to disable cringy emojis?
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exists
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brew and yarn also come with emojis but thank god they let me disable them
19:49
5ffcab1 Add back Vanilla maps for compatibility (fixes #2643) - def-
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@Learath2 anything I should try?
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@deen can you check otool -L for the built libsteam?
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ᶰ°Konͧsti 2020-08-25 19:53:20Z
Hey Someone helping nobos being blocked on multimap
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Also what sdk were you building with?
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@Learath2 the one we built?
19:54
the one you sent me
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@deen works with latest commit
19:54
it fixed it
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@Ryozuki sorry about that
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I sent you 4 sdks I think
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MacOSX10.13.sdk.tar.xz
19:57
apparently we don't bundle one at all @Learath2
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Well one should be being built in your build folder
19:58
can you check that?
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that got deleted, have to rebuild
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Will DDNet eventually be rebased on TW 0.7? I really like the new UI in 0.7 (edited)
20:01
If yes. Is there anything a potential contributor could help with? (edited)
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I think people said they like the simple start screen in 0.7, so we could adopt that
20:02
you can try make a pull request
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@Scrumplex I did work on a 0.7 upgrade for a while, but I'd like to have a rewrite for that and I don't want to spaghetti it like the last time around. However, teeworlds source isn't very open to modding. There are some classes that are very heavily intertwined that makes it very hard to keep modifications to the source minimal
20:04
So a 0.7 upgrade is kinda unlikely until I get some more free time. However any UI improvements will be appreciated
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I don't think we neccessarily would have to rebase everything at once. This could be done incrementally
20:05
I guess cherrypicking only what we want could work
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@Learath2 $ x86_64-apple-darwin17-otool -L libsteam_api.dylib libsteam_api.dylib: /home/deen/isos/ddnet/macosx/ddnet-master/libsteam_api.dylib (compatibility version 0.0.0, current version 0.0.0) /usr/lib/libc++.1.dylib (compatibility version 1.0.0, current version 400.9.0) /usr/lib/libSystem.B.dylib (compatibility version 1.0.0, current version 1252.50.4)
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@Scrumplex i guess you get then the spaghetti learath mentioned
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@deen uh, that's concerning. Can you do a clean and a verbose build?
20:08
ninja -v for ninja. make VERBOSE=1 for make iirc
20:10
When compiling natively, I get[learath2@l2mbp] ~/D/C/d/build $ otool -L libsteam_api.dylib libsteam_api.dylib: @rpath/libsteam_api.dylib (compatibility version 0.0.0, current version 0.0.0) /usr/lib/libc++.1.dylib (compatibility version 1.0.0, current version 902.1.0) /usr/lib/libSystem.B.dylib (compatibility version 1.0.0, current version 1281.100.1)
20:10
The install name being absolute makes ld link with absolute path too, which causes the issue
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Oh, I can fix that easily
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With install_name_tool, but is that really how you want it fixed? 😄
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Also need to fix linking for libsqlite for the server and libfreetype for the client
20:14
client is not using the libfreetype we bundle
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I guess I'm not getting the release done today .(
20:15
😦
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my poor vm is compiling as fast as it can
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probably faster than my Celeron 😄
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Great ./build.sh failed to extract the sdk
20:18
wtf
20:18
the easiest part
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@Learath2
344.91 KB
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Eh, I don't get why my cmake decides the install name should be relative and yours decides it should be absolute
20:22
what version of cmake are you using?
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cmake 2.7? 😛
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cmake 3.18.2
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Me too, for me the generated ninja files have INSTALLNAME_DIR = @rpath/ which gives the desired behaviour
20:27
@deen are you also building with ninja?
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let me try make
20:29
$ x86_64-apple-darwin17-otool -L DDNet DDNet: /System/Library/Frameworks/Carbon.framework/Versions/A/Carbon (compatibility version 2.0.0, current version 158.0.0) /System/Library/Frameworks/Security.framework/Versions/A/Security (compatibility version 1.0.0, current version 58286.51.6) @executable_path/../Frameworks/libfreetype.6.dylib (compatibility version 24.0.0, current version 24.1.0) @rpath/SDL2.framework/Versions/A/SDL2 (compatibility version 1.0.0, current version 8.0.0) @executable_path/../Frameworks/libsteam_api.dylib (compatibility version 0.0.0, current version 0.0.0) /System/Library/Frameworks/Cocoa.framework/Versions/A/Cocoa (compatibility version 1.0.0, current version 22.0.0) /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL (compatibility version 1.0.0, current version 1.0.0) /usr/lib/libc++.1.dylib (compatibility version 1.0.0, current version 400.9.0) /usr/lib/libSystem.B.dylib (compatibility version 1.0.0, current version 1252.50.4) /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit (compatibility version 45.0.0, current version 1561.40.112) /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation (compatibility version 150.0.0, current version 1452.23.0) /System/Library/Frameworks/Foundation.framework/Versions/C/Foundation (compatibility version 300.0.0, current version 1452.23.0) /usr/lib/libobjc.A.dylib (compatibility version 1.0.0, current version 228.0.0)
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make also links it properly for me
20:30
trying your build
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why is libsteam_api.dylib linking to itself btw?
20:30
i didn't fix that yet
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It doesn't link to itself
20:31
it's the odd way mach-o binaries work
20:31
the first entry is it's install name
20:31
Anyway, this works. You can also change the @executable_path/../Frameworks with @rpath/ as LC_RPATH is correct now
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all of them?
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For freetype and libsteam_api
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and sqlite?
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Yep that too, but don't forget to strip the rpath and insert the correct one
20:33
how?
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I do it for the client
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why there's new master server, what is this for?
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You run the darwin_strip_rpath.py script. Then you insert @loader_path/../Frameworks
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so I have to do that for the server too I guess
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@nori The master server often gets attacks, we didn't want to host it alongside ddnet.tw
20:34
@deen yep
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and for libsteam_api.dylib too and also change the path there?
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Idk what your CMakeLists file looks like right now
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complicated
20:36
Can you just show me the part we mess around with the install names?
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COMMAND ${PYTHON_EXECUTABLE} ${PROJECT_SOURCE_DIR}/scripts/darwin_strip_rpath.py ${CMAKE_OTOOL} ${CMAKE_INSTALL_NAME_TOOL} ${DMG_TMPDIR}/${TARGET_CLIENT}.app/Contents/MacOS/${TARGET_CLIENT} COMMAND ${CMAKE_INSTALL_NAME_TOOL} -add_rpath @loader_path/../Frameworks ${DMG_TMPDIR}/${TARGET_CLIENT}.app/Contents/MacOS/${TARGET_CLIENT} COMMAND ${CMAKE_INSTALL_NAME_TOOL} -change /usr/local/lib/libfreetype.6.dylib @rpath/libfreetype.6.dylib ${DMG_TMPDIR}/${TARGET_CLIENT}.app/Contents/MacOS/${TARGET_CLIENT} COMMAND ${CMAKE_INSTALL_NAME_TOOL} -change ${PROJECT_SOURCE_DIR}/libsteam_api.dylib @rpath/libsteam_api.dylib ${DMG_TMPDIR}/${TARGET_CLIENT}.app/Contents/MacOS/${TARGET_CLIENT} COMMAND ${CMAKE_INSTALL_NAME_TOOL} -change ${PROJECT_SOURCE_DIR}/libsteam_api.dylib @rpath/libsteam_api.dylib ${DMG_TMPDIR}/${TARGET_CLIENT}.app/Contents/Frameworks/libsteam_api.dylib
20:36
and: COMMAND ${CMAKE_COMMAND} -E make_directory ${DMG_TMPDIR}/${TARGET_SERVER}.app/Contents/Frameworks/ COMMAND ${CMAKE_COMMAND} -E copy ${PROJECT_SOURCE_DIR}/ddnet-libs/sqlite3/mac/lib64/libsqlite3.0.dylib ${DMG_TMPDIR}/${TARGET_SERVER}.app/Contents/Frameworks/ COMMAND ${PYTHON_EXECUTABLE} ${PROJECT_SOURCE_DIR}/scripts/darwin_strip_rpath.py ${CMAKE_OTOOL} ${CMAKE_INSTALL_NAME_TOOL} ${DMG_TMPDIR}/${TARGET_SERVER}.app/Contents/MacOS/${TARGET_SERVER} COMMAND ${CMAKE_INSTALL_NAME_TOOL} -add_rpath @loader_path/../Frameworks ${DMG_TMPDIR}/${TARGET_SERVER}.app/Contents/MacOS/${TARGET_SERVER} COMMAND ${CMAKE_INSTALL_NAME_TOOL} -change /usr/local/lib/libsqlite3.0.dylib @rpath/libsqlite3.0.dylib ${DMG_TMPDIR}/${TARGET_SERVER}.app/Contents/MacOS/${TARGET_SERVER}
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does anyone know why its gfx_resizable 1 by default?
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@Patiga because I like resizing windows
20:37
does it cause problems?
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it was causing troubles on linux
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KDE
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not just kde
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Meh, I use it on Linux since forever
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im on i3, but ye i remember it also happening on kde
20:37
it changes the resolution of your monito
20:38
*monitor
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in fullscreen mode?
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@deen LGTM, let me give this a try. But I doubt the last change you make does anything
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didnt test whether that changes anything
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@Patiga it's releated with x server
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It's linking libsteam_api.dylib incorrectly to start with, which means DDNet is linked to the incorrect install name. Which you are fixing after the fact
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my fix was usually gfx_resizable 0, but it got reset a few days ago, and today it happened to me again, although gfx_resizable shouldve been 0
20:39
i think it also changed the hz my monitor was set to to 60
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@Learath2 you mean the COMMAND ${CMAKE_INSTALL_NAME_TOOL} -change ${PROJECT_SOURCE_DIR}/libsteam_api.dylib @rpath/libsteam_api.dylib ${DMG_TMPDIR}/${TARGET_CLIENT}.app/Contents/Frameworks/libsteam_api.dylib can be removed?
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@deen kde appearently sends resize events when minimizing etc
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@deen I'm not completely sure, might aswell keep it
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@deen you should be able to resize your ddnet manually while gfx_resizable is 0
20:41
so i was wondering if it actually serves a purpose in the usual use case
20:41
ah, i suppose its supposed to work so you never have to change the resolution yourself?
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yeah, my window manager just resizes the windows
20:42
and it works fine
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@Patiga wym by issues? I even got it to work with the worlds most finnicky WM, macOS windowmanager 😄
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it changes my monitor resolution, hz to some wrong values on some events
20:44
maybe connected to fullscreen -> switching windows
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@Learath2 this is a thing, i experienced that resolution change too once
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search for "gfx_resizable" in the channels, happened to a few players
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and gfx_resizable is 0 by default btw
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@deen works and is linked properly
20:47
now let me build the steam version
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Can I test the steam version too?
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did that change recently? pretty sure it turned itself on
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oh wasnt changed back, then its fine xD
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I'll change a bit about how gfx_resizable works to get it more correct for macOS when SDL decides to get their shit together and merge my patches
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@deen the current version isnt in steam yet, is it?
20:50
have to fix some more things
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ok bcs suddenly so many ppl report white textures
20:51
maybe just big number of players?
20:51
the fallback is already very aggressive xD
20:51
and old ones just get used to rare white textures and just restart?
20:52
I use 0.7 mostly, seen a white texture once in my life 😄
20:52
@Deleted User with the client in #announcements that should happen anymore
20:52
@Deleted User yeah bcs 0.7 doesnt fix it either
20:52
saw your post
👌 1
20:53
but it probably was consistent white on that signle map?? probs the background wasnt power of two
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Dunno I've played the map many times but once it was loaded white. I've restarted the client and it was gone
20:53
I mean background layer
20:54
yeah. ok
20:54
I have RTX2070 if that matters
20:54
OHH
20:54
such a good card
20:54
no out of video memory
20:54
then its really more about a driver bug or smth xD
20:54
yeah it's perfect for playing teeworlds 😄
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We can also have a beta key for testing steam releases properly btw
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and 8 GB helps me to lag less 😉
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@Deleted User is ddnet using 3d textures with old opengl now?
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@Learath2 should I upload it there or can you test with what I sent you?
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@redix up to opengl 2.0
20:55
before that its complete fallback
20:55
@Deleted User btw never seen white textures in any other games.
20:55
I've tested many.
20:55
@Deleted User opengl is always a miracle on windows xD
20:55
So it's not nvidia driver bug I think.
20:55
@Deleted User I am an Archlinux user
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okay. there seem to be 2.x cards that don't support 256 layers for 3d textures
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most games probs have either a very new opengl version or directx/vulkan
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I can test with steam_appid.txt I think
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mhh ok @Deleted User but i also have a modern card and never had it
20:56
@Deleted User it was only once
20:56
@redix yeah, but i prefer a complete fallback, bcs its less than 1% of all users
20:56
I'd forget to report it if smbd didn't reported the same this day
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have to go, bye
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hm.. if that helps, I have a notebook and nvidia is routed trough intel in hardware I believe
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@deen steam seems broken anyway
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though it shouldn't affect anything
20:58
and I don't have intel drivers installed or bumblebee so it cannot fallback to intel card
20:58
but even modern intel shouldnt fail
20:58
ofc, that didn't bothered me. Are there players who get this constantly?
20:58
and since it only happens rarely its more likely to be either a really rare bug, or a rare driver bug
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well there have been two cases for 0.7 in the teeworlds forum 😮
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or just there are more players after the steam release now and we just have big numbers? (edited)
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@Learath2 that's probably because you downloaded it manually. So we need to do the beta I guess, can you do that yourself?
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@redix yeah saw that, good we keep the old renderer for now xD
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yep. people really are running this game on ancient hardware
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@Deleted User you are the first to report white textures with such a good GPU really.. most ppl have some GPU from <2010 who report that
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@deen I don't have access to the steam thing. Maybe @heinrich5991 can set it up
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it was background though on a really big and complex map
21:00
no white things in menu
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opengl 2.1 capable
21:01
if users dont respect that
21:01
¯\_(ツ)_/¯
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yeah but i really think that GPU has the ability to accept any texture xD
21:01
the texture must have been extremly broken xD
21:01
Dunno how that could be possible.
21:01
It is my server and map I edited.
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are u sure ur using the gpu
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And I've played it a lot.
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[2020-08-25 23:59:57][sdl]: SDL version 2.0.8 (compiled = 2.0.8) [2020-08-25 23:59:58][gfx]: Created OpenGL 3.0 context. [2020-08-25 23:59:59][gfx]: unable to create OpenGL context: Failed creating OpenGL context at version requested [2020-08-25 23:59:59][sdl]: SDL version 2.0.8 (compiled = 2.0.8) [2020-08-25 23:59:59][gfx]: unable to create OpenGL context: Failed creating OpenGL context at version requested [2020-08-25 23:59:59][sdl]: SDL version 2.0.8 (compiled = 2.0.8) [2020-08-25 23:59:59][gfx]: Created OpenGL 2.0 context. [2020-08-26 00:00:00][OpenGL]: Version string: 2.1 ATI-3.9.15
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even the intel GPU should easily do it tbh
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Gotta love macOS
21:02
Atleast gl2 is still there
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i have a laptop with ivybridge intel and it can render 3.3 completly correctly
21:02
@Ryozuki sure
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any cheapcpu should do the trick
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@Learath2 nice, does the maplad work correctly? 😄
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What is a maplad?
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just load a map sry
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@Deleted User that doesnt say anything
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@Ryozuki wut?
21:03
nvidia
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@Deleted User i doubt glxinfo works on proprietary nvidia does it?
21:04
Why it shouldn't?
21:04
it works ofc
21:04
bcs its a mesa tool
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@Deleted User maps load just fine
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I've played Dying Light with nice perfomance on linux
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downlaoded from steam
21:04
@Learath2 nice, then the chance is good that macos doesnt give too much trouble
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macOS is honestly the most confusing thing I've ever encountered in my life
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@Deleted User u sure you don't have the opensource Nvidia drivers enabled
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It's the mix of great and horrible engineering in one single machine
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last time i had NVidia i couldnt use mesa tools xD
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@Learath2 ikr
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sure
21:06
thats mesa
21:06
I don't have this white texture now. It have appeared only once.
21:06
isnt it
21:06
I don't know what you're talking about. It's a proprietary driver from nvidia
21:06
well cannot tell rn too long with nvidia on linux
21:06
only had trouble with it xD
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I had a very decent experience with nvidia on linux too on a 1080
21:07
nvidia is perfectly fine in linux, I use it for ML sometimes
21:07
anyway @Deleted User dont u have an nvidia control panel?
21:07
I have ofc
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I wish nvidia would open a bit more of the driver like amd
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it should show the correct opengl version
21:07
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I don't mind a binary blob being uploaded to the card or a binary blob running but it'd be great if it'd integrate better with the kernel
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@Learath2 i had a GTX 760 and had alot of crashes with it xD
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@Learath2 i can'T find the beta thing
21:08
@Learath2 could you maybe just override that security thing temporarily?
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@Deleted User it's ancient
21:08
@Deleted User yeah then its fine, maybe still a driver bug xD
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Every single time I start the game using Steam (haven't tried somewhere else) the mouse is not responsive. I first need to click so the mouse is usable. I have no extra cursor while the mouse is not trapped and alt-tab does not work for some reason during the same time. If other Windows 10 Steam users like me have this issue, this is a bad first impression for the common newbie. Some additional info that may help:
  • The Steam overlay notification "Access the Steam community while playin...
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@deen I disabled SIP and it works
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bcs i really never heard of anyone with modern gpu
21:09
21:09
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@Learath2 thank you
21:09
yeah probs u should have use glxinfo | grep string
21:09
server glx vendor string: NVIDIA Corporation server glx version string: 1.4 client glx vendor string: NVIDIA Corporation client glx version string: 1.4 OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 OpenGL core profile version string: 4.6.0 NVIDIA 435.21 OpenGL core profile shading language version string: 4.60 NVIDIA OpenGL version string: 4.6.0 NVIDIA 435.21 OpenGL shading language version string: 4.60 NVIDIA OpenGL ES profile version string: OpenGL ES 3.2 NVIDIA 435.21 OpenGL ES profile shading language version string: OpenGL ES GLSL ES 3.20
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@Learath2 server works too?
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@Deleted User yeah looks good
21:10
Are there any problems? I am playing Dying Light with a full framerate.
21:10
on linux
21:10
@Deleted User i can just tell you again, i never seen anybody in tw hading trouble with textures on modern GPU
21:10
so the chance this is a driver bug isnt small
21:11
I am not having troubles 😄 it was funny
21:11
but if by a chance of 0.00001% that would be my first start of a game I'd thought that it is a trouble indeed
21:11
though restart of a client helped
21:11
yeah I don't think it's a driver bug
21:11
I've reported this just to give you info about a modern card
21:12
I hope it will help
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@deen uh, the server is missing the rpath entry
21:12
it works out because macOS ships with libsqlite which it finds in the flat namespace
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but a white texture is commonly something in the opengl pipeline
21:13
bcs it replaces non bound textures with white textures
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if I do install_name_tool -add_rpath @loader_path/../Frameworks ./DDNet-Server it loads the bundled lib just fine
21:17
God, I have an awful headache. I'll go try to sleep
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🛏️ 1
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Fixes #2532 for newer client versions by checking if the player released fire in between presses instead of checking for autofire.
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who is on windows and good with SDL btw? this steam mouse glitch was reported a few times already
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Sadly didn't see it earlier, old API still binds its samplers to textures directly. Need this before steam release @def-
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