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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 2020-09-05 00:00:00Z and 2020-09-06 00:00:00Z
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ingame entities or in editor? what is noby? Can we have a screenshot? (edited)
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@plsplsplslol what is noby troll
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oh yea, the same for me in steam version
00:05
just reproduced in steam version AliveFng on ger ddnet server (windows) (edited)
00:07
well, obviously it happened because fng players treats pause and zooz as a cheat. No other explanation here
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dumb fix - delete everything from data\shader smart fix - I dont know, I am not smart, ask @Deleted User
00:19
actually forget it, I did it and it become working but maybe helped something else
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knows zooz, doesn't know noby
00:22
tee_thinking
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dumb fix - delete everything from data\shader
dont do it, its wrong way but I have no idea how I fixed it for my self
00:30
@plsplsplslol I have found a solution for you. Just reconnect to the server xD
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HMM
00:34
lol it works
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yes fng players karma is not that bad
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we do "mask" entities by default. We dont do it in order if we know that the server is not a DDNet. But if we do call CMapLayers::OnMapLoad() before getting NETOBJTYPE_GAMEINFOEX then entities map will be prepared to be used with ddnet entities (entities will be "masked")
abcqwertyToday at 02:54 why does entities not work on noby fng in the new version the only spike that shows up are the red spikes
P.s.: I dont understand the initial solution to hide problem on client inste...
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Hi! I am trying to build the javascript client of DDNet in this project: https://github.com/eeeee/ddnet. And I get stuck at the last stage of linking. It seem that the wasm binary file can not link with dynamic library in linux64. Should I compile all dynamic library which ddnet client used to wasm binary with emscripten by myself? or there are another simpler way? Any help would be appreciate.
05:23
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@Eki morning good night
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@TsFreddie it is 14:50 here, good night for you
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I think we have a bundles mode but can't look up rn
06:51
Look in cmakelists
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There are not cmakelists in https://github.com/eeeee/ddnet, do you mean cmakelist of ddnet offical repos https://github.com/ddnet/ddnet/blob/master/CMakeLists.txt . It seem thar cmake will find the library from
DDraceNetwork, a cooperative racing mod of Teeworlds - ddnet/ddnet
06:58
from ddnet-libs
07:00
but there are not wasm build in ddnet-libs so i think it won't work even I use cmake instead of bam.
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Your best bet to get wasm building would be to wait around for eeeee
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but the last commit of eeeee in https://github.com/eeeee/ddnet is already 5 years ago,
DDraceNetwork, a mod of Teeworlds. Contribute to eeeee/ddnet development by creating an account on GitHub.
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He is still around on irc
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ah, maybe I should ask he for help in irc.
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This channel is linked to the irc and iirc he has a bouncer so he'll see when he is around
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That is nice, thank you for telling me about that.
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@Eki that's very cool to see you trying to build teewebs 🙂
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Oh the crawler that provided teewebs with serverinfo is sadly long dead though :?
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@Eki to me it looks like libGL.so should not be linked in at all since that's a Linux executable, not wasm
07:22
@Learath2 yes, and the servers don't support websockets anymore
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teewebs is a really cool stuff but unfortunately I am not smart enough to build it 😛
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@Eki maybe you could try modifying the last linking command to just remove the GL and try to run that line in command line
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ok, i will try it
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Unfortunately I never built it as well. But you should have some libgl.so equivalent in emscripten
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I am not smart enough to build it 😛
bruh you're like 10 times better than me
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@Eki you did use the js branch, right?
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I think so. if remove the GL not work maybe i have to build libgl and othen library to wasm by myself...
07:25
yes i use js branch
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Also did you build following eeeee's instructions?
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DDraceNetwork, a mod of Teeworlds. Contribute to eeeee/ddnet development by creating an account on GitHub.
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You need to apply the patch, then use the script to build it
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yes, i following his instructions but get stuck at step 6 runing ./compile_to_js
07:27
i have not apply the patch but use the newest emscripten sdk, maybe that is the reason
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the patch probably won't apply to new version
07:28
and no, the patch is not about linking
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maybe wasm binary file just can not link with dynamic library in linux64 (edited)
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it's not supposed to link with linux libraries anyway iirc
07:32
that's GL file should not end up in the linking line
07:32
@Eki I get /usr/bin/python3: can't open file '/tmp/gcc_mocks/g++.py': [Errno 2] No such file or directory
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i do some change to the compile_to_js, which is also link the emcc.py to /tmp/gcc_mocks/gcc.py
07:34
and link the em++.py to /tmp/gcc_mocks/g++.py
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Are you trying to build the repo as is or are you trying to update it to a new version?
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emcc.py and em++.py can be found in the same path of emcc
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I don't think it'll work that easily with cmake
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ok, works
07:35
Next error: other/freetype/include/freetype/freetype.h:1671:3: error: '__declspec' attributes are not enabled; use '-fdeclspec' or '-fms-extensions' to enable support for __declspec attributes
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Are you trying to build the repo as is or are you trying to update it to a new version?
@Learath2 i will perfer to build the repo as is
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@Eki u need to apply patch for emscripten
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Next error: other/freetype/include/freetype/freetype.h:1671:3: error: '__declspec' attributes are not enabled; use '-fdeclspec' or '-fms-extensions' to enable support for __declspec attributes
@deen ah, i dont encount this error..
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@Eki it would probably work out-of-the-box with the same version of emscripten that eeeee used, but we don't know which one that is 😄
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@Eki u need to apply patch for emscripten
@m!ki yes, i will try it later
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Also I think that its outdated, and needs latest version
07:37
So, needs to change code
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but i dont know what versionof emscripten he use..
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can you try to link a simple gl example with emscripten?
07:38
See how it links to GL, is there -lGL even present in the link line?
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that will be a good way to debug the problem, i will tryp to find and build other simple gl example with emscripten
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Ok, one step further, now the linking also fails for me: wasm-ld: error: unable to find library -lGLU
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I feel like you need these libraries, like opus, compiled with emscripten before
07:42
not sure
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that may will be a big work if we need to build every libraries we need to link with emscripten by outselves
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Or maybe just compile ddnet client with Cheerp
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i know it but maybe it will may this problem more complicate
07:46
07:47
it seem lots of work have to do if we want port ddnet to web using cheerp.
07:47
and they have not open source
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Does anyone else have the problem where you use the pause button after pressing escape and then when you say join game you are stuck in pause still?
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and they have not open source
@Eki so write one 😉
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Can only unpause when I use pause bind
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@Eki so write one 😉
@m!ki i just want to compile this repos successfully first of all😫
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@Eki i tried to compile that repo too, but how deen said, it requires emscripten compiled libs
07:51
So i gave up xd
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maybe there are more smarter way to do it. i am not that familar with emscripten.
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@NovaShock on what server? official ddnet servers should be fine, KoG has not updated
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ᶰ°Konͧsti 2020-09-05 07:55:53Z
deen woke upjustatest
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ᶰ°Konͧsti 2020-09-05 07:56:39Z
nobyisthebiggesttroll
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@deen not sure if I was on ddnet or kog sorry
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@NovaShock but yeah, it's a bit annoying that we have this problem on KoG now. Not sure how to detect it
08:32
actually I have an idea now that I think about it
08:32
will fix for next release
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If even that fails, I'm out of ideas Checks all texture shaders, checks all functions used.
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@deen can you build that guy on steam a nightly?
08:38
he seems resposive
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building now
08:41
my little server is really weak for all these builds 😄
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ok ty
08:41
if they still pass the analysis
08:41
then i need 300 iq to fix their pcs
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tear 1
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@Deleted User We believe in You
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i think if the nightly fails too, i'll disable OpenGL 2.0
08:44
i just cant imagine it fails in 2.1 with shader analysis
08:44
if i'd have one of theses PCs i could just lookup everything i need to get a feeling for the issue xd
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I get awful autocompletion for python on vscode and it's so annoying...
08:46
I'm quite okay with not having any autocomplete, but when it sometimes works sometimes doesn't it's quite annoying
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for me its working
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@Deleted User there are probably some scrapyards where you can get such a pc for free 😄
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xD yeah
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Would actually be interesting to see if DDNet would run on some 15 year old GPU
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yeah for sure
08:51
NVidia or ATI
08:51
but not intel
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but not that practical after all
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theoretically we have opengl 1.1 support
08:51
so even <2000 GPUs should work
08:52
as long they dont lie about their version string and ignore basically everything from the opengl spec xD
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@jao can you tryfrom pathlib import Path for p in Path('.').rglob('*'): p.?
08:53
It doesn't infer the type of p for me so I get no completion...
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great, it's only me
08:54
I bet it's python's absolutely retarded module system
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what python version
08:54
maybe u dont have it selected
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3.8.5
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its selected in vscode?
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It won't infer the types of anything I declare
08:57
It won't even try it seems, unless I shove it in it's face with a hint
09:02
It's only completely broken for pythons own modules, works fine for things I install from pip
09:03
I can't wait for the day python dies off, hopefully sometime in the next 50 years so I can celebrate it
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python is love
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I'd spend all my fortune on creating and marketing a python alternative that doesn't look like it's designed by a 5yo thinking he is a computer scientist
09:06
That is if I had any fortune
09:06
Python is so lucky that guy that thought he was qualified to make all the decisions stepped down
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@Learath2 u always have problems
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It actually makes me furious when I have problems with stuff like this that's supposed to be plug and play
09:12
Like I feel like breaking this laptop in half right now
09:13
Whenever I give python the benefit of the doubt, whenever I decide to give it a chance it makes my blood pressure sky rocket
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then dont use it lmao
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Sadly it's what we decided to use for teeworlds
09:13
If it was up to me, I'd probably be using perl
09:14
looks much more sane
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maybe ur pc is rly slow and vscode cant index and show u the autocomplete list
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no one forcing u to use it for teeworlds
09:14
u are a free man
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a free man in a free world
09:14
america
09:14
may god be with you
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@Ryozuki nah Analysis of scripts.data_hash (User) on depth 0 completed in 0.47 ms. IntelliCode identified no likely completion items.
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@Learath2 lol, after years of coding in Ruby every time I get back to Python I get same sympthoms
whenever I decide to give it a chance it makes my blood pressure sky rocket
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code in rust
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Ruby also looks nice
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why do u go back to python then
09:15
if u dont like it
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Rust also looks nice
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Everyone and their mothers are using python, we can't just decide to commit a script in another language
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right now I use python bot that other person coded for me
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i wish there was a good interpreted scripting language that can be used lika lua or python in games
09:16
coding in lua is even worse
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lua is plainly awful
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and its statically typed
09:16
and that u can provide types
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Really? lua was quite pleasant to me
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so u can code mods for games
09:16
with sane autocompletion
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it's like a blast from the past. From Forth times
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you can decide to not commit the script at all if its not fun for u
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lua is nothing like Forth lol
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or are u doing it for work
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it doesn't even have 2d arrays
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well u dont need that
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@jao It's usually for ddnet
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it has matrixes but this is not the same and I've seen devs emulating 2d on 1d arrays all the time
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whats wrong with that
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if its for ddnet then u can just not do it
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it's so low-level
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no one is forcing u to do it for ddnet
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if its really so annoying for u just dont do it, no one will be mad
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what r u trying to do btw
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What is the issue with matrices? They worked fine for most anything I needed
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i dont think lua is low level
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he thinks using 2d arrays in a 1d array is low level
09:18
atleast thats what i interpreted
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@Learath2 it's not only about matrices. I've wanted to make structure like array of hashes/maps/dicts of arrays and it was too complex to implement. (edited)
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Btw, neither C nor C++ has multi dimensional arrays either. It's all array of arrays
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c# has them iirc
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why on earth game scripting language has to be like C?
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technically c does have multi dimensional arrays tho?
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int[,] array = new int[4, 2];
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i mean whats char a[5][5];
09:20
its laid out in memory as 1 dimension but defined as 2d (edited)
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@Ryozuki ok, tell me how to do array of dicts of arrays
09:20
bonus for safely iterating it
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that's five char a[5]
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@Ryozuki I'm doing the data hash thing, honestly don't need the autocomplete for it, it just pisses me off when people say python is for my 3yo niece to code in and it just doesn't work out of the box
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idk why it doesnt work for u
09:20
maybe u misconfigured
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in ruby it's just a = [{[], []}]
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@noby The standard says nothing about multidimensional arrays, it's just how the syntax works out
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or a = Array.new(Hash.new(Array.new)) if you fancy that
09:21
is that possible in lua?
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isnt the syntax supposed to simulate how a multi dimensional array would work tho
09:21
even if it doesnt stay that way thru passing it
09:21
a array in lua is also used with {}
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those are very basic and common structures
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so it looks like {{},{}}
09:22
u iterate it with ipairs
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that! (edited)
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@noby well that wasn't really the intention
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i guess it's more about type checking
09:22
doesn't really matter in c
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what is the intention of array[][] then
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@noby it's just an array of arrays
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to iterate in pairs to emulate dict on array (edited)
09:22
isnt that all a multi dimensional array is
09:23
nouis
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why the language don't have proper semantics for common structures?
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it does
09:23
its the same
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@noby eeeh, an array of arrays is a common way to implement it but it's not the only way
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other ways like double pointers and stuff ?
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@Ryozuki thanks for an example. And this is why I don't like lua. High-level language is supposed to know and check the semantics of data structure, not a programmer.
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i also hate lua
09:24
but im using it rn to mod factorio xd
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thonk this conv is really pointless
09:24
need a pointer
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int *pFreddie = nullptr;
09:24
here
09:24
have it
09:24
the pointer
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*(--pFreddie)
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array1.each do |dict1| dict1.each do |key, array2| array2.each do |el| .. something useful with key and el end end end
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@noby sure, not only that but syntax can be different too, for C# it'd be arr[4, 2]
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and that's in ruby, much more concise don't you think?
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@Learath2 use neovim with coc-nvim with the python plugin
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It might be implemented as an array of arrays under the hood, but it's not really an array of arrays nor can you access it as such
09:26
arr[4][2] is a syntax error
👍 1
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I was shocked to find that ^ (edited)
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so i said it is more about type checking..
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In Ada it'd be arr(4,2)
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Nevertheless I've moved from lua to yaml as a configuration thing and moved all dynamic logic to C and got all data structures I've wanted. (edited)
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That's all the examples I have in mind for languages with different implementations for multidimensional arrays, but I'm sure there are more
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And dropped lua in my mod.
09:28
cool stuff
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It puzzles me greatly why lua is popular in 2020. It's really lowlevel.
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scripting languages that have a syntax like rust
09:28
best
09:28
A rusty dynamically typed scripting language. Contribute to PistonDevelopers/dyon development by creating an account on GitHub.
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I have a love for all things low level
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Mun, a programming language empowering creation through iteration.
09:29
this also looks cool
09:29
i hope mun replaces lua
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The simplicity is just so elegant
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The best way to replace lua would be a language that compiles down to lua
09:30
its to stop using it
09:30
justatest
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The lua vm has seen so much work, it's extremely efficient and there are many JITs around for it that perform great
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You won't get people to migrate to something that has bugs every week and has 1/5th the performance of lua
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You know what's great for performance? wasm
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thats for the web
09:32
and yeah mun compiles to wasm too
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You can run a V8 or any other js vm that can do jit and get amazing performance, it doesn't have to be for the web
09:33
If I had to develop a mod system for a game, I'd either use wasm or lua
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Maybe mun will one day be stable enough and we can use that. It does seem to have some nice features
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@Learath2 i just ask for a language that is static and you can have good autocompletion when modding
09:36
it just helps to not look docs every 5 secs
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Yeah, it'd be nice to have a statically typed language
09:37
Do you know what compiles to wasm and has types? Typescript 😄
09:38
i never seen a game use it tho
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We can be the first \o/
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@Matodor no
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Is there a way to get the buffer size for an opened file in python?
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@Matodor not sure, do you want to shorten the text in your language file?
10:03
or instead should we try to make the buttons bigger again? But then we need 2 rows on 5:4/4:3 resolutions
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make 2 rows on 5:4 and responsive buttons on >= fullhd 🤔
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Should probably still be fixed size so the text fits for everyone or not
10:08
and not depend on resolution or translation
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mh, no constexpr unordered_maps in C++
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so funny, how these russian guys with their problem stop answering once we give them a nightly xD
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I explicitly wrote to report if it works 😄
10:49
the Chinese people with problems also say it's too much work to try out nightly
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xd, unzipping and start the exe wow
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doesnt steam have nightly
10:58
they can just set it there
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yes that too xd
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its 2020 and ppl still dont know how to use a pc
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but alot of these players are probably still young, so its ok xd
11:14
322e6da Try bundling more ffmpeg - def-
11:55
81f180b Try bundling more ffmpeg - def-
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This is probably known but I'll report it anyway. The steam overlay isn't properly working on my end when playing the steam ddnet version. I think there's something wrong with the overlay resolution, it looks pretty.. I don't know what to call it, dull? It hurts my eyes looking at it aniblobsweat Also it's not possible to move windows opened in the overlay e.g the friendslist, or steam browser
13:04
hao2?
13:06
The UI is a little messy
13:07
It opens 3 windows for some reason, though not sure if that has anything to do with this
13:07
And I have absolutely no idea where it saved the demo it rendered 😄
13:10
Heh, I can't believe it, it works \o/
13:10
Something working on macOS the first try is unheard of
13:11
It's also kinda outputting it's own stuff in our console, which might or might not create issues since we are outputting to it asynchronously
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Its not directly a bug: https://github.com/ddnet/ddnet/blob/master/src/base/system.c#L3226 returns NULL only if Len is < 0. Funny enough with LTO this crashes, maybe because later the NULL pointer returned by str_token_get is used for mem_copy and returned with a ptrdiff calculation Small research only gave, so basically the pointer arguments have to be valid: https://stackoverflow.com/questions/5243012/is-it-guaranteed-to-be-safe-to-perform-memcpy0-0-0 a <= fixes it
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str_next_token is one of the ugliest things I've created...
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LTO finds the bugs u didnt expect xd
13:32
@deen
could you test
does it have a linux version?
(edited)
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@deen responsive UI would be way better idea, since in one language the buttons will be unnecessarily long, while in others they will not be long enough to fit the text. Also, instead of additional space on the sides of text and making button longer, it would be better idea to spend that space in between the buttons so that it's harder to missclick around the button edges.
13:33
for me on Linux the resulting mp4 is bad, but on Windows it is good
13:33
might also just be a problem with my desktop though
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I will try it later
13:34
i have problems with the audio
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@Deleted User same, if you can fix that would be great
13:34
if you're on Linux too?
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i am, but i havent looked into it yet
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fs_listdir not returning full paths is kinda annoying
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Oh, and my custom ffmpeg build is quite small, the video recorder only adds
13:35
1-2 MB to the file size
13:35
the original one added 20 MB
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Hm, I get no sound on the rendered demo at all
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Oh, I never tested sound
13:36
is there some error message in console maybe?
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Ah, nvm I had sounds disabled in the client 😄
13:39
It works just fine
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I'm having a little bit of a brainfart, can you tell me how I can recursively traverse a directory?
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@Learath2 in python use walk
13:41
Python os.walk() Method - Python method walk() generates the file names in a directory tree by walking the tree either top-down or bottom-up.
13:42
if thats what u meant
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Nah, in ddnet code
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@Learath2 should we get it in for beta testing at least?
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In python I just did Path('data').rglob('*') works surprisingly nicely
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(the ffmpeg bundles)
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if u can use c++17
13:44
u can use the filesystem api
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@deen if it works fine in windows and linux, sure. It works surprisingly well on macOS, though it's rather slow
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c++ #include <filesystem> using recursive_directory_iterator = std::filesystem::recursive_directory_iterator; ... for (const auto& dirEntry : recursive_directory_iterator(myPath)) std::cout << dirEntry << std::endl;
13:45
xd
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@Ryozuki C++11 :/
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from stackoverflow
13:45
sadge
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@Learath2 we might be using only 1 thread, I'm not sure
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Eh, I guess I'll just pass around a prefix that I add to each time I descend down
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and you can choose a different preset
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@Learath2 u probs have to use OS dependent apis
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@Ryozuki system.h already handles that, the issue is that the returned path is relative
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I tested with wine and linux, both worked
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@deen [aac @ 0x7fc0eebda200] Too many bits 32768.000000 > 12288 per frame requested, clamping to max this was in the log, might want to look into that too
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well, we had these problems forever in the video recorder, i didn't fix them
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would be nice to use framebuffers with GL 3.3, could speedup the creation of the video
13:48
i dont get why u have to see what ur recording
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@Ryozuki ur homework go
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it doesnt solve the problem of recording externally and waiting 2 hours for a 2 hour demo
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yeah converting sounds better
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Now the question is do I use a std::string inside a tuple and change it when heinrich reviews it or do I create a struct with a char[MAX_PATH_LENGTH] inside for the prefix
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use char
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@Ryozuki we could probably play it back much faster than the 50 ticks per second we have in real time
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The issue is probably sounds
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i mean you just need to capture the sound when u capture the frame
13:50
cant be impossible xd
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Yeah but changing the playback speed of a sound isn't lossless
13:51
With 1000 tps, you'd need to speed it up 20 times for it to be correct 😄
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yeah thats a problem
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I wonder if we can generate the waveform separately
13:52
Anyway, before thinking about this I need to finish up this data folder integrity thing
13:54
Another feature I'm looking forward to in C++20 is std::format...
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When I tried to disconnect dummy at 60 minutes into a run, menu disappeared and I can't open menu anymore (edited)
14:26
has smth to do with the warning message maybe?
14:26
and it didn't disconnect dummy too
14:27
but dummy_disconnect in console works
14:27
Sounds like something to do with the warning popup yeah
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thats why i didnt want to touch it xd
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Im still in this state so should i test stuff?
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was the warning shown btw?
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no it wasn't
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@Deleted User Well you technically didn't I did 😄
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i opened another client and bug is easy to replicate (edited)
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how xd
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cl_confirm_disconnect_time 0
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I think it happens when a popup is open but you manage to deactivate the menu
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the normal disconnect works normally
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true
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only the dummy one makes you bugged
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that was easy xd
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and kill/spectate may need confirm popups too?
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found it i think
14:34
removed the message popup somehow
14:34
wtf xD
14:34
copy and delete
14:35
ok doesnt fix, but still a bug xxd
14:35
@Learath2 if(Client()->State() >= IClient::STATE_ONLINE)
14:35
state_quitting maybe?
14:35
should i say == online or == demo playback
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Where is that even?
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its in the render function and dopesnt matter
14:44
i really dont get it
14:44
was smone else working in the menus?
14:44
... well yes deen xD
14:44
i dont think its by the warning popup
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Can you tell me how to reproduce it?
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cl_confirm_disconnect_time 0
14:44
conenct dummy
14:44
disconnect dummy
14:46
yep not by my commit, it was always asking if you want to disconnect the dummy, then
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Isn't finished yet but it'd be nice if you could take a look before I spend more time on it. Fixes #2748
14:56
Was accidentally removed in b1e98b598b390a02dcdec2e85553280463a5d893
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@deen cl_confirm_disconnect_time 0 conenct dummy disconnect dummy probably a bug when you changed the menu
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Does that fix it?
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no
14:57
thats just some stupidy from me
14:57
but indipentend
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69e6a8fa41b2a8fce0b6ffbf12a5a41229a3d3ae is the first bad commit
15:09
Ah I see the bug 😄
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Deactivating menu while a popup is active causes the menu to never open again. Reported by Anxton on discord.
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Thanks @Anxton
15:18
to you
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Pf, something is broken in windows and I have no idea what, nor do I have access to windows to check
15:25
https://github.com/ddnet/ddnet/pull/2754/checks?check_run_id=1075697169 can someone with windows check what's wrong with this?
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ᶰ°Konͧsti 2020-09-05 15:41:57Z
no matter what map u vote it always shows this on serverinfo tab
15:42
on testserver*
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oblique hacked it
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ᶰ°Konͧsti 2020-09-05 15:44:36Z
🐮
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1 points
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@deen we have the first tester
16:52
and it seem to fallback
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Eu jogava de boa antes da att agora não consigo mais porque o mapa fica todo cheio de falhas na textura. Mas alguém esta com esse problema ? Se sim, sabe como resolver?.
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@deen see #general
17:00
@deen its the same person xD
17:01
@Lady Saavik fixed next time it reloads in 1 hour
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i think the chance is high that it works now
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AYER ESTUVE JUGANDO NORMAL, PERO HOY ENTRE Y TODO EL DIA EH ESTADO INTENTANDO SOLUCIONARLO... PERO PARECE QUE SE DEBE A LA ACTUALIZACION...
17:06
xd
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what does it say
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that the game renders bad
17:09
and that he thinks its due to the last update
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we'll see
17:09
deen will create a patch now
17:10
89a6251 Add message popup again - Jupeyy a0ca449 Merge #2755 - bors[bot]
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i love how aggressive they always are xD they need more magnesium or smth like that
17:12
@Deleted User its not like they paid 60€ to play the game xd
17:12
justatest
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jupstar DLC 60 bucks
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7ca716f Do more aggressive analysis and check all gl Functions that were used and added in 2.0 - Jupeyy 9e35752 Don't deactivate menu when a popup is active - Learath2 e162045 Can't detect if paused on KoG, so don't show button - def- 7fd4316 Merge #2751 #2752 #2756 - bors[bot]
17:29
8945365 Videorecorder working everywhere - def-
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that the game renders bad
@Ryozuki that's propaply because of the old borderfixed tilesets
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most likely
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i think he was more likely one of the ppl with 100 years old pc xd
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[2:50 PM] murpi: This is probably known but I'll report it anyway. The steam overlay isn't properly working on my end when playing the steam ddnet version. I think there's something wrong with the overlay resolution, it looks pretty.. I don't know what to call it, dull? It hurts my eyes looking at it :aniblobsweat: Also it's not possible to move windows opened in the overlay e.g the friendslist, or steam browser
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@murpi can you provide a screenshot? ^
22:29
@Zwelf Log of the transfer: BEGIN TRANSACTION; Traceback (most recent call last): File "scripts/move_sqlite.py", line 104, in main() File "scripts/move_sqlite.py", line 101, in main transfer(args.f, args.to) File "scripts/move_sqlite.py", line 38, in transfer cursor_to.execute(line) sqlite3.OperationalError: table record_maps already exists Should I be worried?
22:37
3f901ad Update brazilian_portuguese.txt - rffontenelle ef92606 Merge #2759 - bors[bot]
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somehow a steam notification just killed me
22:58
maybe it took focus or smth, but this hasnt happened before
22:58
i wasnt able to left-/rightclick with my mouse
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(was using the non-steam version there)
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