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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 2020-08-27 00:00:00Z and 2020-08-28 00:00:00Z
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Why DDNet crash my pc
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woah
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If I play for a few minutes, it just crashes my entire pc
04:59
I use Linux
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pretty weird lol
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That didn't happen, now I can't complete a map because it crash in the middle
05:00
It's not just the game, it's my entire computer, I have to turn it off and on again
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@Deleted User Thanks you so much
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@Spyry sounds like a problem with your hardware or os. other games work?
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@Spyry you can set logfile "foo.log" and after you restart client everything should be logged there
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@Spyry sounds like a problem with your hardware or os. other games work?
@deen others game dont crash my pc
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@deen ?
06:34
gfx_show_warnings 0 to disable
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divisible instead of devidable
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ok
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how long does it appear?
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10 seconds
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did you implement it in the graphics pipeline? 😄
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no
06:35
its in the main thread
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Because it looks different from our usual popup windows
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but still bit hacky
06:36
ah, we have some? the problem, is the graphic class has to access it
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hm, I guess only in editor
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well if we have one i can reimplement it
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and the Welcome message and things like that
06:36
Hmm, wasn't there some other popup?
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i really dunno
06:37
it needs to be huge for sure
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yeah, grep for POPUP_CONNECTING for example
06:37
the thing that shows up while connecting to a server
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yeah buts its not a general popup implementation
06:38
ah but there is popupmessage
06:38
i'll try that
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doesnt work ingame
06:51
atleast not always
06:51
demoplayback for example
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@Lemon. don't write the same thing in every channel please
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oki srry
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if someone will provide smth where i can just insert the warning string tag me
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@Deleted User hm, then the red thing is fine I guess
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@deen ok, i know it looks bad, but i'm really not too good with the whole gui stuff, and the warning also has to be on top of everything
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@Deleted User I'll add a generic messagebox
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@Learath2 ok nice
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can the auto updater create backups if we tell it?
08:09
when we release a new entities.png we'll probs override the custom entities and probs most ppl don't do backups(and also doubt many ppl use the config directory to add them) (edited)
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only done for dll/exe/ttf files
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@Deleted User hm, can't you just use a menu popup now that I think about it?
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@Learath2 he said it doesn't work in demo viewer
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That's rather easy to fix
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will it be on top of everything too?
08:59
above modt
08:59
motd*
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Yeah should be
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well then it will be that, can you color it? or just add a new popup type? 😄
09:07
like popup_warning
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We can draw whatever we want in a popup
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also, there cant be 2 popups at the same time, can there?
09:10
bcs the map images are probs loaded before "connecting to" is gone, and if it wants to write a popup then it will probs be broken
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Store a vector of all the broken assests we loaded in the graphics
09:15
As soon as the connect popup goes away, we push a warning one if there are broken assets loaded
09:17
Yeah, looks trivial, we can do it on state change
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hm it needs to be more opaque though, to obscure the motd
09:34
You just need to go check whether an error occured at menus.cpp:L1972
09:35
You can also play around with the color, it's rather annoying for me to test that when I have to mess with install name tool every time I compile
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@Learath2 ok sounds good
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@Learath2 maybe I can help you with the install name tool. what exactly is wrong with it?
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@deen if there is a framework anywhere in sight, e.g. bundled or the system library, it will link to that, no matter what cmake settings i use or what parameters i pass to find_package
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ok, maybe @heinrich5991 knows about cmake internals 😄
09:46
For me cmake is a magic black box, don't really understand its internals
09:46
like where to read find_package source code
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So whenever I update ddnet-libs. I either replace the SDL2 binary inside the framework with a dylib, which breaks linkage but gets me a binary thats linked to a dylib, or delete the framework entirely but also delete my own framework so that it links to the one given by pkg-config
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Yeah cmake is a blackbox
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do you have some env variables set?
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Nothing that should affect this
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I have brew no emoji and yarn no emoji set
09:48
It's very odd that we now need to set env variables to not have emojis on our terminals
09:48
Just 2020 things
09:50
I'll read a bit on find_package
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The ping fix is a bad fix imo, should be a checkmark thing, i always click so many times to sort by players
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its good
10:51
also its not a fix its a feature
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it's just a changed default, sort by players once and you have the old default back
10:53
but we had many newcomers join servers with ping 300, so this was clearly necessary
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Quick question -- did DDNet client have higher FPS than vanilla 0.6 client?
11:15
I'm just asking because the 0.7 client has significantly lower FPS for everyone, I believe
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with gl3 it had better fps in game usually
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@Pathos in 0.7 you need to disable gfx_finish
11:22
else u have very low fps
11:23
as learath said with 3.3 much more fps in ddnet probably and with the next renderer maybe a bit more, bcs tile layers are buffered for almost all gl versions
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@Deleted User thanks, seems like that improved the FPS a bit, but it's still not as smooth as the DDNet client
11:26
Does that imply that in the DDNet client, gfx_finish 0 was default even though it didn't exist there?
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strange actually.. bcs i doubt 0.7 has more CPU side features than ddnet 😄
11:27
in ddnet its default 0 yes
11:27
but it still exists
11:27
ddnet generally has better default values
11:27
(imo)
11:30
@Pathos in 0.7 vsync appearntly is still default
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i get more fps with the 0.7 client vs old renderer ddnet
11:37
atleast if the FPS counter in 0.7 is accurate 😄
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V sync was already off
12:17
But holy fuck v sync on as default is unbelievable (edited)
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Really? I played with vsync for years, I did disable it at the end but it's not that bad usually
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on windows it does the full refresh rate sleep
12:25
so with 60hz its over 16ms (edited)
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I am honestly baffled how some drivers can be so buggy we are having trouble rendering a 2d game on them
12:28
Like how does it even make it out of QA?
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its actually just bcs opengl wasnt a thing before 2010
12:29
probs a opengl to directx wrapper would do magic
12:29
(for windows ofc)
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Is this on hardware pre-2010?
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i doubt any hardware that is new should have problems with the opengl 2.1 renderer
12:30
and with new i mean 2010+
12:30
xD
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@Deleted User and if we fallback to gl1 for those, do you think it'll render?
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probs yes
12:30
i mean opengl 1 basically doesnt allow alot xD
12:31
u just define some vertices and render them
12:31
3.3 for example uses instanced rendering
12:31
so it can create vertices fast on the gpu
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I think it's acceptable that the few people with dark age computers pretending to support gl2 need to manually set their gl version
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well idc too much, the only question i have is what opengl version their console shows
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these dark age computer users are usually the ones who know less about computers..
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then i only need to apply the dirty hacks for these conteces
12:32
contexts
12:32
xD
12:33
i want the 3.0 context to stay as clean as possible, thats only newer hardware anyway probably
12:34
actually its already sad if the 2.1 context needs these dirty hacks
12:34
that would be the SDL default atleast 😄
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The border issue already just confuses me to high heaven
12:37
Imagine not just being able to render 2d tiles
12:38
I honestly hate graphics stacks
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I know this is not my place as its the dev channel but I always always have issues with v-sync. No game works on my monitors without v-sync (not just Teeworlds)... Tearing galore! Need to get me some new monitors
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but to be fair thats not a bug, its bcs sampling textures is a question of math, and if you have one images thats 512px and one thats 1024px, then the floating point difference in a normalized coordinate is different
12:41
in shaders u can fix it by telling the LOD(mipmap level) and the texture size
12:42
i did that before 2d texture arrays actually for gl 3.3
12:42
@Immortal thats sad, and strange that its the monitors fault
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I revise my previous statement. God I hate floating point numbers
12:43
who decided we needed a varying amount of precision as we travel across the real number line
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xD
12:44
lets just multiply all existing real numbers by 10000 and drop real numbers
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Teeworlds would probably work much better with fixed point coordinates anyway
12:45
sadly, gpus don't like anything except floats, barring doubles and quads
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in newer gl you can request texels directly no floating points required (edited)
12:46
but still needs to know texture size
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Imagine the most primitive feature that you could want from a gpu, only being available in gl4, what is that? 2018?
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gl 3.3 is gl 4.0 without tesselation
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Whenever I talk about gfx with someone, they always expect we work with pixels
12:47
note the dates
12:47
even if they german xD
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Oh, so 2010
12:47
I'd have expected something like 1990, but 2010 works too
12:48
I just miss the simplicity sometimes
12:49
You want to draw a circle, you have a grid of pixels, you intersect the imaginary circle with the real grid of pixels we have, voila circle
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neural network teeoworlds
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lets do blockchain teeworlds
12:51
you put your inputs in a bitcoin transaction
12:51
15-20 minute ping depending on network congestion
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good we have antiping for that
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[quakenet] ChillerDragon BOT 2020-08-27 12:58:54Z
ik blockchain tw is a big meme but i wonder if there are any games running on blockchain. Could be cool for strategy or farming games
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@Deleted User well I assume its the monitor because I've got a decent graphics card and I had problems with my previous computer too :(
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@Immortal ok, you can ofc try a different display input, like DVI instead of HDMI
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@Deleted User Yeah I could try that. I think I did have it in the Dvi port in my previous computer at one point
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oh alright, thats really a strange bug then 😄
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@Deleted User My current GFX card is the RTX 2070 ROG and before i had the GTX 1060 with the same issue. I suspect its the monitors though, should probably just get a new monitor haha
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You could test it in your television of you have one @Immortal Then you know for sure
👍 1
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Can one of you gimme a hand in testing votes in 0.7?
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https://twitter.com/debian/status/1298996070479851522 @Learath2 look this language looks even harder to read than arabic justatest
ഇന്നു് രാത്രി എട്ടര മുതല്‍ പത്തര വരെ #ഡെബ്കോണ്‍ഫ്20 ഓണ്‍ലൈന്‍ മലയാളം സംസാരിക്കും! ഇന്നത്തെ പരിപാടികള്‍: ഗ്നു/ലിനക്സിലെ മലയാളമെഴുത്തു്‌ (രാത്രി 8:30 നു്), എന്താണ് ഡെബിയൻ? (രാത്രി 9:00 നു്), എനിയ്ക്കും ഡെബിയനില്‍ വരണം, ഞാന്‍ എന്തു് ചെയ്യണം? (രാത്രി 9:30 നു്) https://t.co/I27RoJ...
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oh god
15:15
doesn't look like it'd need a feedback loop like arabic though and doesn't switch writing direction
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why dont we ignore whole build folder using .gitignore?
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because u may name it build/ and i may name it shit/
15:47
whats ignored is what cmake produces
15:47
its fine as it is
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is not a "build" a default name? I dont remember me chosing a name for it (edited)
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I have build/ in my .git/info/exclude
15:49
(which is where your local ignores should be going anyway)
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It's not anything enforced by cmake. For the official servers e.g. the build folder isn't even in the source foulder, nor is it called build
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i also have build there
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What if we add empty folder with the name "build" to source control and ignore everything inside of this folder? I see, there is workarounds but we could solve this problem for everyone this way though
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Why though?
15:55
You are not solving it for everyone like that either. As said I don't build in a folder called build
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yes, you either add your local gitignore or build into this folder
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Eh, I don't like it
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i dont like it either
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I am not big fun of this idea too
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its just you being lazy
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At least I won't commit it. Someone else might
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its just me trying to solve problems people might face like me
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there is no problem here
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Maybe we could improve documentation?
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u add ur prefered build folder name to ur local exclude
15:57
why?
15:57
this is basic git usage
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A line in the readme telling people where to add the local ignore? (I find .git/info/exclude isn't known by many people)
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exactly
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they can google that
15:58
this doesnt belong to the readme
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I didnt know about it untill today, when build generated file so I got to revert it
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No matter how I like to be discriminatory to ignorant people that don't google. I don't think it's a good stance for ddnet itself 🙂
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lets also document how to git add, git commit git rebase git bisect
15:58
in our readme
15:58
will be fun
15:59
git checkout git fetch
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@BannZay Try git commiting only what you want. git add -i or git commit -i will help you with it
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lets just make the readme git documentation
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@Ryozuki slippery slope is a very boring argument
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lemme google slippery slope
16:00
ah
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I mean, I been working with c# without CMAKE and stuff, and you know what - you never care about artifacts. Cuse they are always in predefined folders which are ignored by default
16:00
so there was no reason to learn local ignores in my case
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well thats ur c#
16:00
c++ is another story
16:00
there is more freedom
16:00
in the build system
16:00
for good and bad
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its not about freedom
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I absolutely hate VS for putting my artifacts in some obscure path I need to track down every time
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imagine using VS
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There are projects that are very heavily integrated with VS that are hard to work with otherwise
16:01
Like UE4
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and it sucks
16:02
hope godot takes over ue4
16:02
waiting for the 3.0
16:02
3.3
16:02
*
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You'll be waiting a loooooooooooooong looooooooooooong looooooooong loooooooong loooooong loooong looooooooong time
16:03
Godot can maybe in a fever dream think itself in the same league as ue
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ue boo
16:05
anyway i dont think ill even touch game dev much
16:05
outside this game
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Seems no one is willing to test this with me, it's rather safe though.
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I was researching the performance of std::stack and I've seen the absolute most retarded argument I've seen not to use it
16:56
"You can't peek the second to top element"
16:56
Why are you using a stack if you need to peek at random elements or iterate it?
16:57
It's like they train the new generation to be as dimwitted as possible
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Due to a34c72530bd9b419b83dc3892a687f9ddda3964a we may see "[register]: ERROR: configure your firewall/nat to let through udp on port 0." Reason: reading port data from configs but not from server object itself I am new to server code, take a close look to changes please
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@Learath2 xddd
17:07
@Learath2 "std::stack doesnt allow what a list allows so its bad"
17:08
fbb4985 Missed a vote case - Learath2 218d7a2 Merge #2661 - bors[bot]
17:22
poggers
17:23
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got weird issue: dummy can't connect to the server
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reconnect
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@gerdoe if server is full u cant
19:39
dummy is like another player
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-, server players: me
19:45
ddos maybe
19:54
client's problem
19:54
or my pc's
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This dnsbl is causing so many problems. Now some servers had dns problems and thus didn't register in master servers. After fixing it the servers still don't register, only after a restart
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@Spyry you can set logfile "foo.log" and after you restart client everything should be logged there
@deen Where do I find this file?
21:33
i need create it?
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No, the client will create it, for me it's next to the DDNet.exe
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oh, you're on Linux. did you set it correctly? If you open f1 and type logfile is the name returned?
21:41
@deen the file was created in my home (edited)
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@deen so i need to play until it crashes, restart my pc and look what is in the file?
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cec8bf2 Read server port from CNetServer but not from app config - BannZay 5f6df2b Merge #2662 - bors[bot]
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@Spyry hm, if the pc crashes the file might be truncated
21:50
it might be more interesting to check system logs if they are reachable after reboot
21:50
and you could use magic sysrq to try to sync disk when the crash happened
21:51
but generally if an application crashes the operating system, it's an OS bug, not an application bug
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it only happens with teeworlds after a while playingit only happens with teeworlds after a while playing
21:56
Any other program, game or anything doesn't do that
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do you have a gpu btw?
22:16
maybe ur gpu or cpu is getting to hot and it does a safety rreboot or smth
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I don't know, I already played minecraft, I used ide people like Eclipse and nothing like that happened just happens with DDNet
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those games are not intensive enough
22:40
neither on cpu or gpu
22:40
well by those i mean minecraft
22:41
well thats just my experience, cuz it happened to me
22:41
(not with ddnet tho)
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@Spyry you can try and set cl_refresh_rate 60; gfx_refresh_rate 60 maybe your pc is overheating and the bios just restarts it
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@Deleted User this greatly reduces my fps, leaves the game lagging
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try 400
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lag again
Exported 294 message(s)