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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 2020-08-26 00:00:00Z and 2020-08-27 00:00:00Z
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Since we now ship our first shared lib on Linux, libsteam_api.so
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@deen why did we need special support for libs again?
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for what libs?
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will the auto updater ship the steam lib?
09:03
the steam lib stub more specifically
09:03
it does nothing
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ah ok
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@deen like when updating .so's why cant we update them like any file?
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because we have a different file for x86-64 than for x86
09:07
and if the file is being executed you can't just overwrite it, you have to move it away first
09:07
Didn't you write the new autoupdater? 😄
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On linux you can swap executed files np
09:07
On windows yeah you need to move first
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no, I had trouble with that
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Really? Odd
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mv wil fail, cp works
09:08
hm, or was it different?
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Anyway, that autoupdater really isnt sth I'm proud off anymore
09:08
Many bad decisions
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but we have the same problem on official servers when we update server executable
09:08
I remove the original one first, then copy the new one over
09:09
and since we do the same handling for DDNet and DDNet-Server executables in autoupdater, I think we should handle shared libs the same
09:09
@Learath2 about the missing rpath yesterday, forgot the line, works now, verified with otool -l
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\○/
09:15
If I was to rewrite the updater. Idn't do the swap trick again...
09:15
Separate executable to do the updating
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would be cleaner the steam way, have an external updater
09:15
yeah
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I was young and naive, impressed by a self swap party trick
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@Learath2 want to review my 2 changes so I can release?
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Just a minute and I'll be done with breakfast
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Can you merge https://github.com/ddnet/ddnet/pull/2647 or can i already?
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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It's not good style to merge your own changes @Deleted User
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xd
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ᶰ°Konͧsti 2020-08-26 09:26:31Z
lmao
09:26
c98a1f0 Only send pain sound in freeze if fire was released - trml 1771975 Merge #2646 - bors[bot]
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@deen #2648 looks fine, but how will we get the update working?
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Without 2648 it can't download the new lib properly to begin with
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@Learath2 is it normal when you use printscreen to take a screenshot that it doesnt show chat at all
09:32
tried holding U and pressing T to show chat but both dont show text when you paste the printscreen
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@Deleted User That's a head scratcher for you ^^
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61374cf No sampler calls in old OpenGL API - Jupeyy 736488c Merge #2647 - bors[bot]
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@Learath2 I have fixed it with an nginx hack: map $http_user_agent $libsteam_api { default "libsteam_api-linux-x86_64.so"; "~*ia32" "libsteam_api-linux-x86.so"; } ... location = /libsteam_api.so { alias /var/www-update5/$libsteam_api; }
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#2644 works well when cross compiling but it's not correct when building natively
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Verified with: $ curl -H "User-Agent: DDNet 14.4 (linux; ia32)" https://update5.ddnet.tw/libsteam_api.so --output a && file a a: ELF 32-bit LSB shared object, Intel 80386, version 1 (SYSV), dynamically linked, BuildID[sha1]=e4c00d9ccb12410914e33d7ff1df27081c6577b3, stripped $ curl -H "User-Agent: DDNet 14.4 (linux; amd64)" https://update5.ddnet.tw/libsteam_api.so --output a && file a a: ELF 64-bit LSB shared object, x86-64, version 1 (SYSV), dynamically linked, BuildID[sha1]=b62b4d0d63e7843ae4a9f810a979522a8538e8be, stripped
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Though we are not building natively so we can go ahead and release it and I'll fix the native packaging later
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Ok, thanks
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wanted to know how his name is different?
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No idea, possibly two unicode characters that look very similar
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ca5346e Support Linux shared libs in autoupdater - def- 01944fa Merge #2648 - bors[bot]
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7babae5 Fix MacOSX cross-compilation linking - def- 9890ce1 Merge #2644 - bors[bot]
09:50
09:50
5ffcab1 Add back Vanilla maps for compatibility (fixes #2643) - def- c98a1f0 Only send pain sound in freeze if fire was released - trml 61374cf No sampler calls in old OpenGL API - Jupeyy 7babae5 Fix MacOSX cross-compilation linking - def- ca5346e Support Linux shared libs in autoupdater - def- 1771975 Merge #2646 - bors[bot] 736488c Merge #2647 - bors[bot] 01944fa Merge #2648 - bors[bot] 9890ce1 Merge #2644 - bors[bot] 1a20f9a Fix release date - def-
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@NovaShock sound almost impossible xD how does that program know what is chat in the client, bcs if it just reads the framebuffer it will show chat but you can also just take an ingame screenshot with F10
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@Deleted User 14.5 should also fix your problem: https://ddnet.tw/downloads/DDNet-14.5-win32.zip hopefully you can finally enjoy the new client and also thanks for helping
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b374c60 Teehistorian downloads: Be nicer - def-
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@Learath2 for things like my .so nginx hack I'm always scared of Cloudflare deciding to suddenly start caching the file
10:39
Needed quite a few fixes already, my eternal time.gif stopped working, the server statistics pages were not updating etc
10:40
And if you want more than 5 special rules you need a paid account
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b50ad2c Tournament stream info - def-
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[quakenet] ChillerDragon BOT 2020-08-26 11:18:10Z
there are free cloudflare accs? o.O
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@Deleted User its something wrong with the entities with the update? i just logged in and all is black from the update xD it was fine yesterday
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can you give me your console output
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@QuiX and maybe tell me the name of your gpu
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@deen can the auto updater block resources in windows? appeartnly the bug above only happened after using the auto update, after a clean client restart everything worked fine 😄 (edited)
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@Deleted User which files are missing, the shaders?
12:29
I'd guess no permissions to overwrite them
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i dunno if something is missing
12:29
after restarting the client it appearently worked
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Hm, weird
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he also has a more modern GPu
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I tested update on 4 platforms, worked fine for me on all
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wait i look in the windows steam files
12:35
they look fine
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people still trolling?
12:45
that was my goto key combination to close tw .-.
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You can bind it again by hand
12:46
Though it won't be as robust
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oh, whats the bind though?
12:46
didnt know this can be bound
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bind ctrl+lshift+q quit I guess
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or is it just quit
12:47
ah
12:48
hm, + isn't a thing we can use
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@Jupeyy probably related to your graphics change At least that's how I interpret Kingston's bug report of "Low quality. Looks disguisting." His image is attached. !unknown4
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@murpi what's wrong with alt+f4?
12:50
For me closing windows is something every window manager has a shortcut for, so not sure the client needs to implement it again
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@deen he means the dots in the freeze 😄
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I think I never used alt+f4 cuz it didnt save my settings that way
12:51
but I could be wrong
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the dots we can fix easily by making them smaller, and I'm doing so right now
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i have no problem with changing the default entities.png
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@murpi please try it, it should save them
12:51
@Deleted User nope, he just confirmed (after I asked 10 times) that he means the text
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the text uses the old renderer @deen
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@Lemon. do you need an ambulance?
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fixed function pipeline
12:52
i cannot change it xD
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no thxs look at #general
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ahh
12:52
@deen he might mean from the speedup arrows?
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well its now a tileset instead of streamed text
12:53
which makes it alot faster
12:53
he'll get used to it, he can also resize with that command you had the bug in xD
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@Deleted User but shouldn't the image be a bit higher resolution?
12:54
it actually looks upscaled a bit
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Ah, alt f4 does save settings. Guess I need to get used to alt+f4 now
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i can use 2048 pixels if you want
12:55
dunno if all driver support that huge textures
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and currently it's 1024?
12:58
oh well, if it's the same as the normal way tiles are rendered, that's fine
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As reported by Kingston, they are too large with the new text renderer now. Should be quite easy to do. Maybe someone else wants to contribute that?
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@deen yeah its like a normal tileset at 1024 pixels rn
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When did we even change that and why?
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As reported. Tested all possible contexts, hope this is right now
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@Learath2 when i first added opengl 3.3 i wanted faster speedup arrows and text for entities
13:10
these are "buffered" and are able to use the buffered vertices
13:10
so even a map like Mystic river will perform very good
13:10
while on old renderer it will die xD
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I see, makes sense
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@Learath2 @thomasjahoda Could you test this with the build artifacts from Github builds, by putting the DDNet.exe into steam directory and launching DDNet from Steam?
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@deen btw most ppl probs use custom entities anyway
13:20
the guy in the text issue has custom ones atleast 😄
13:22
@Soreu its your entities.png, what is your opinion, now that your tileset is rendered correctly? XD
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@Deleted User uh huh?
13:41
how much should I scroll up? xd
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@Soreu the small corners in freeze are now bigger because Jupstar fixed the rendering
13:43
@Soreu do you want to make them smaller so it looks similar to before
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@deen maybe like this?
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that looks nicer, what did you change?
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is that only opengl3 stuff youre discussing about? i dont play with it because it crashes for me from time to time
13:49
also i found out that ddnet client was the program that caused my pc to start every night at 2am
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no this is the default now
13:49
i fixed rendering for opengl 2.0+
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for tilesets and such?
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@deen just generate the text more properly to the space it has
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How can DDNet Client cause your PC to start? 😄
13:50
@Deleted User sounds good
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@deen i'll pr when my current pr is merged, bcs forgot to create new branch for it, and also maybe conflicts
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idk but i never closed my client and it always went on in the night (from energy saving mode) but the last 2 night i closed my client and the pc was off at the morning
13:51
my client would always be crashed in the morning anyway
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@Im 'corneum the new client has a strong fallback, you should be able to set it to OpenGL 4.6 and it should still not crash and open the right version
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it says opengl 3.3 tho
13:54
oh hold up i didnt have the update button
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14d383e Fix background map loading - Jupeyy efdd354 Merge #2653 - bors[bot]
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@BannZay i think you were the one that added text entity size? i dunno if my pr breaks your stuff a bit, but i want to good default rn
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@deen Yea, I could adjust them. @Deleted User They now render everything correctly, for both default & OpenGL 3.3? Like no shitty cuts-tricks needed to display i.e. entities-off sign as properly as possible?
14:16
Btw, since you're fixing entities text size/space related stuff, maybe somehow also fix the bug that changing entities text size makes those tiles plan black until client restart? ^^' Or did I miss that it's fixed already aswell)
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yes no more graphic tools required xd
14:16
i havent implemented the text size thing and also dunno what breaks it rn
14:18
@Ravie time for tests and to cool champagne bottle
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the dilate tool might still be usefull, bcs gimp and other programs still interpolate between transparent and opaque
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@Deleted User Right now I have so weird bug, that I can't open some of TW graphics (shipped with client) in Photoshop until I dilate them. One of the examples was entities_clear, so I guess specific compressing during uploading to repo also messes them a bit
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Would be strange PNG is lossless
14:24
Anyway off for now. I guess you're better in such detail things than me anyway xd
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and yet...
14:26
Oh, btw, that change in displaying is only affecting entities, or regular tilesets in maps too?
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Everything except the editor
14:26
Only ingame rn
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pls fix freeze, before it was nearly unnoticable and i loved it xD
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looks like I made a good call to design all my newer maps with 3.3 in mind brownbear
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@Deleted User oh ur pr also fixed the weirdness i saw on multimap
14:27
14:27
it looked rly weird before
14:27
specially moving
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Yes xd
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thats nice :D
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is this the new update or nightly?
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new update
14:28
14.5
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Well even now sampling will always be 100% actuate. Floating point precision and screen resolution is still a limit for the math in the gpu
14:29
Will not
14:29
*
14:29
There are still interpolation for sub pixels etc
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everything looks a bit blurrier than 3.3 used to tho
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Yes
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looks like I made a good call to design all my newer maps with 3.3 in mind brownbear
@Ravie as always >.> you little fairy
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That's because MIP mapping is now in the hand if the driver again.. Before it was me calculating it based on opengl spec
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is that a good thing?
14:32
i always see u complaining about drivers :D
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Well nvidia cheated with it in the past to get better performance.. But it might be better for performance and sampling
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is there still gonna be an option to get the older effect?
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U mean the old 3.3?
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yeah, it's sharper
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You can replace texture in the shader with textureLod and as second parameter 0 then it will always load MIP map zero the highest resolution
14:38
As third parameter*
14:39
Just Google glsl textureLod xd replace in tile.frag
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I don't think that should be an option, but I have to agree, the old one looks a bit nicer
14:39
Would be nice if we can get it a bit sharper without huge performance loss
👍 2
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I'm still really thankful that my maps won't appear buggy to people without 3.3 enabled, especially the new players
f3 2
🥰 2
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Well that's the nice thing about shader.. You can do it as you want
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@deen 0.7 looks nice and sharp, it does run slightly worse than ddnet though but that might be due to any other optimizations in ddnet
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So it's still different solution than the one used in 0.7?
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Yes because they have MIP mapping disabled
14:43
Bcs 3D textures don't support it
14:43
Not for tw at least
14:43
Texture Atlas
14:44
We have it too as a fallback for older GPUs that don't have texture arrays xd
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But shouldn't it be the default if it looks sharper?
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Normally MIP mapping is nice because its interpolated correctly.. E.g. zooming out looks insanely nice with texture arrays while it looks really bad with just linear interpolation of the original image
14:49
Also for smaller resolution etc
14:49
@Deleted User zooming out seems laggier now
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No way to have your cake and eat it too?
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it was rly smooth before
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E.g. when creating 2k tilesets
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before i could zoom out a lot and had decent fps xd
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when i change cl text entities size with opengl3 it still makes the affected blocks black for me
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@Ryozuki enable 3.3
14:50
it was disabled
14:50
for some rason
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The older has no border tile buffering
14:50
I renamed the config
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@Im 'corneum yes, requires a restart atm
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ok it works nicely now
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@Deleted User what about adding an option to use GL_LINEAR_MIPMAP_LINEAR for mipmap filtering?
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f4081cd Update server stats for GER1/RUS1 rename - def-
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@redix yeah good idea. U could actually also just make it default.. Added most sampler settings from the very old code
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True. These defaults are for hardware from another decade :D
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I believe I am not the first who complains, but I will not use 14.5 because my freeze is so scuffed, plus not possible to downgrade steam version. so sad
15:25
no idea why this happened, but please consider about players who use custom entities_clear
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Dunno. I think u the first one xd
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@BannZay @Soreu is working on a fix I think, I will release 14.5.1 when it's available
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would be better use textbox to change major opengl version instead of opengl 3.3 toggle button
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I dunno. The big difference is still 3.3
15:49
Since that's the new api
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freeze is scuffed?
16:02
What does it even mean for a tile to be "scuffed"?
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@Learath2 i guess it's not so easy to write the http messages to f1 since they run in a thread, right?
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Ah, I forgot about that
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This is how game looks like if you use OpenGL 3.3 with disabled "Multiple texture units" on windows. Is this an expected behaviour? (v14.5) (edited)
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Oh boy, this last GL change didn't go so great with some configurations
16:14
@BannZay can you show the console output from cl_show_console 1?
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410c4b3 Entity text should use space more effectivly - Jupeyy 9ba3699 Merge #2655 - bors[bot]
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@Learath2 this one?
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@BannZay yep
16:22
There is absolutely no way to get cmake to link to the sdl provided by pkg-config on osx
16:22
I tried changing every single setting there, it just won't link to that one. It always finds the bundled one and links to that instead
16:22
Every time I test a PR, I need to go in and delete the bundled framework so it'll link to my copy of sdl
16:26
7781c88 Forbid some more whitespace and whitespace-like characters - def- 47b716a Merge #2656 - bors[bot]
16:34
df82d24 Remove panic quit button - def- b13197e Merge #2650 - bors[bot]
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isnt there some way to test builds without releasing it for everyone on steam first
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Problem isn't that we don't test, it worked on any system we had access to
16:37
We could maybe do beta tests on steam and ask more people to try it on there as it's easier
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steam allows beta clients
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I also wrote an announcement to beta test in this discord
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@Deleted User ye I always used f10 for screenshots but was lazy to go to folder so I wanted to use printscreen but then I saw chat didnt want to show up for some weird reason xD
16:55
I need some help with a problem
16:55
Today steam ran an update on dd
16:56
And after that I couldnt see any map
16:56
Just the background
16:56
I already tried re installing and verifying integrity of the files
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@QuiX What fixed your issue with black... everything? just reinstall of client from Steam, or anything else had to be done?
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@Deleted User @Sebs is another one with gl problems ^
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deen can you add the total map count to ddnet.tw/mappers? im bad at maths
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Maybe that's a sign of having too many maps when you can't count your own maps 😄
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wow even deen hates corneum mapsfeelsbadman feelsbadman feelsbadman
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king
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52 maps LOL
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@heinrich5991 VS seems to build steam_api.dll, while mingw builds libsteam_api.dll for me. Would be great if they used the same name.
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silex is #1 with 66 maps
pepeH 1
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new bug
17:22
If you start the game and close it REALLY fast
17:22
The game closes
17:22
But the process is still running
17:22
And you can hear the music
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@deen maybe you should distribute nightly automated builds under betas, so everyone can easily test latest git source. if anything goes wrong, they can just switch branch and report it
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but the problem is no one actually tests my nightlies
17:23
you mean in steam?
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that's a good idea
17:23
i have to see if it can be automated
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at least most mods, admins can use that branch
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@heinrich5991 you seem to have broken rpath handling somehow
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"Indicate map finish" is not responsive so it might be hard to figure out what does this toggle does for new players.
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Well $ORIGIN is there, but the build dir is there too, I guess that should be somehow removed when "installing" the server
17:31
no
17:31
It happens if you launch the game in different res with fullscren
17:32
Then everything bugs (edited)
17:32
My second monitor freaks out
17:32
and closing the game fast wont actually end the process
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@Jupeyy Got many reports today of broken graphics, had to revert the update back to 14.4.1. Attached some screenshots from Discord. !4 !3 !2 ![1](https://user-images.githubusercont...
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620f67a Refresh browser on Indicate map finish click - BannZay 63dc06e Merge #2658 - bors[bot]
17:59
71cd53a Try to fix input in Steam version on Windows (fixes #2645) - def- 62d68d2 Merge pull request #2654 from def-/pr-input - def-
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@Learath2 something is wrong with ranks rn
18:05
last finishes
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3eab3f5 Revert Jupeyy's OpenGL changes - def- 38e583f Version 14.5.1 - def-
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yeah, I'm trying to update the database but it's not going well
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does this explain the missing finishes on player profiles?
18:14
e.g https://ddnet.tw/players/chiliking/ just finished Leftovers 1 but the player profile is not being updated
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yes, I guess
18:17
What I tried to do was to update record_race set Server = "GER1" where Server = "GER", and it just hung for hours, meh
oof 1
justatest 2
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Huh, I guess there was no index on Server
18:30
Would be a stupid index anyway, we hardly ever select by server I guess
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For anyone who cares steam gave another update and now it works
19:12
Thank you c:
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great to hear, thanks for reporting!
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is whitespace unicode name issue fixed? some1 in game has that rn
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servers need to restart, might take a day or 2
19:20
they only restart when empty
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@deen so it takes a week on the rus multimap serverkek (edited)
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ᶰ°Konͧsti 2020-08-26 19:38:21Z
kek
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14.5.1 tried to join any ddnet servers, same pic. No OS Changes or Graphics changes done. Mapres folder contains 50 elements, so i guess that folder's fine too. You guys got any idea what changed? (edited)
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@Jim-panse try fresh download from ddnet.tw
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ouf these permission issues are really biting us, how did this even happen
19:53
How do people lose permissions to folders they themselves create
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i don't know...
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lost permissions once when i put a new ssd in the pc with windows on it, and just connected the old hdd with also windows on it. had no permissions on the hdd files from ssd
19:57
Wasn't smart
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@Jim-panse real jim panse from youtube? kek
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@deen dunno, the only reports i see are custom entities are broken, and the background load
21:23
give me screanshots of any other problem
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Mh, is it all from custom entities?
21:35
I keep getting fooled by the sampling bias... Maybe we didn't have to roll this back after all
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i mean they always say "my entites are broken"
21:35
not "my game is broken"
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I have an idea. Maybe we should resize on the fly but warn the user on launch that his entities are mis-sized and they will break in the future
21:37
(or any other asset that is mis-sized for that matter, not just entities)
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the only problems wiht that are:
  • entities are loaded first when used
  • how is the warning displayed
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I'm thinking a messagebox when first loaded
21:39
The graphics thread already has a safe way to send messages to the client, so that shouldn't be too much of a trouble
21:39
Or I guess we could just break, there are not enough people having weird custom entities that are broken
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yeah probably
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As I said, sampling bias got me there, I saw broken screenshots, I couldn't identify the cause and just sort of panic'd
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i mean the resize i implemented isnt complete trash, still better than linear interpolation
21:40
its just not comparable to gimp or photoshop
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Maybe just a dbg_msg on loading a bad asset so it's easier to debug in the future?
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yeah that ofc
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What did you go with, bicubic interpolation?
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yes
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my custom entities were ok (edited)
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its only if they are not deviadable by 16, bcs a tileset is 16x16
21:46
oh well it wasnt 1024x1024 it was like 1600x1600 or something
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i'll just see if its devidable by 16 and if its not, i can use the next power of two probably, easiest and safest on all GPUs
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