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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 2020-09-15 00:00:00Z and 2020-09-16 00:00:00Z
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It's just All current r1s ORDER BY Timestamp LIMIT 1
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wip
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1 thing I hate about SQL is how hard it is to group by then pick the row w.r.t aggregate
00:10
SELECT *, dense_rank() OVER (PARTITION BY Map ORDER BY TIME) as rank FROM record_race WHERE rank=1?
00:10
Something like that
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Difficult 1.3 by !_Vergeboy_! and aaa on 2013-10-08, 17:55:04
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Might need to be wrapped in a subquery
00:12
@heinrich5991 what query did you go with?
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> SELECT r1s.map, name, timestamp, time FROM record_race AS ranks INNER JOIN (SELECT map, MIN(time) AS mintime FROM record_race GROUP BY map) AS r1s ON ranks.map = r1s.map AND ranks.time = r1s.mintime ORDER BY timestamp LIMIT 10; +------------------+----------------+---------------------+---------+ | map | name | timestamp | time | +------------------+----------------+---------------------+---------+ | Difficult 1.3 | !_Vergeboy_! | 2013-10-08 17:55:04 | 738.3 | | Difficult 1.3 | aaa | 2013-10-08 17:55:04 | 738.3 | | SpaceIsKey | Shyr | 2013-11-22 00:39:50 | 176.26 | | The Cursed Night | (1)Ninja_Valik | 2014-04-09 20:55:25 | 2376.06 | | The Cursed Night | Ninja_Valik | 2014-04-09 20:55:25 | 2376.06 | | DeathClaw | - Jogginghose | 2014-05-12 16:33:23 | 1623.2 | | DeathClaw | shoxX | 2014-05-12 16:33:23 | 1623.2 | | Orange 1 | artkis | 2014-07-21 04:24:12 | 109.06 | | The Problem | Virus2k gay | 2014-07-27 17:45:04 | 222.66 | | WEEDS | Cireme | 2014-07-27 22:07:39 | 182.9 | +------------------+----------------+---------------------+---------+
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Yeah, it's either a self join or a window
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@Eki how much better? Is there still lag?
@Learath2 no, I didn't feel lag now even when other players send message fulling with new CJK character
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I still think they should simplify this somehow
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@louis
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neat, thanks
00:14
7 years lol
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beginning of ddnet I think
00:15
first rank is on 2017-07-18
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https://paste.pr0.tips/Tb lol that partition ends up being an awful idea
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can you explain the EXPLAIN output?
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Read it from the bottom to top
00:25
It tells you what tables will be used
00:26
Well I guess it makes more sense to read from top to bottom, I just have an easier time thinking the other way around
00:29
Anyway, type ref and type index are much cheaper then ALL which is just scanning the entire database
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I don't get why yours uses an index while mine sucks dick 😦
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perhaps it can't optimize dense_rank() = 1
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Yours takes 16 seconds, mine takes 5 minutes 16 seconds 😄
00:54
I'll take a look tomorrow when I have more then 3 neurons firing
00:57
Another reason people like SQL Server is it's great query visualizer
00:57
The EXPLAIN output is hardly fun to interpret
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that u cannot access demos without going into menu in the new client is a bit cancer imo, it should get an icon just like the editor
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b3z binary is realively easy to find. But it's for windows afaik
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Damm those oldschool names. Good times :p
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b3z binary is realively easy to find. But it's for windows afaik
@Deleted User i saw. But i got nothing running win and wont pay a win vm.
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I've wanted to recreate the mod in distant future. Not because I want to play it much or want to do that, just it seems nobody else will do that. So if you will get the source and/or will host it this will be even better.
08:20
@Luca
08:21
Q: Is that possible to use domain name instead of IP address in Teeworlds/DDNet? Problem: I can have up to 3 instances of cloud server with infNext servers (DDNet-based). But mostly I run only 1 instance at a time to get all players on one server. It just makes more sense because mod is not yet so popular to up all 3. Currently I switch them once a month when one instance get's any stability/network issues. But I am losing players which use direct IP to connect or use favorites. (edited)
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Favorite is always IP isnt it?
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i think 0.7 supports domain name
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I wanted to be sure and/or to propose adding DNS resolving to the client. RN I have another stability issue with Digital Ocean's FRA1 region that will be fixed next week only and it's time to switch instances again. My server will change IP and I will lose players who added FRA1 server to favorites. They're mostly 10 yo kids and I am not sure if they will find my new server, they will just go to some outdated infCroya server which I don't own.
08:24
Would be nice to hear that I am stupid and there is already DNS support and I am just making my life harder than I should.
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dont think 0.6 supports it but it probably wouldnt be hard to add
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6782f93 support multiple modifiers for binds - plsplsplslol 4326d00 fix style and reomved repeated code - plsplsplslol 981d5d4 Merge #2675 - bors[bot]
08:53
[ddnet/ddnet-web] New branch created: pr-15
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@Deleted User i guess the problem is that the master server gives the ip, not domain, so you'd have to do a reverse lookup and then store that
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would be a fine workaround I guess
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I'd accept a PR for that for DDNet client
👌 1
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I could make it in just 6 months I guess 😄
09:50
but thanks
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Tight deadline for 15.0 😄
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Worst case I can just submit all my own changes and release 😄
09:59
I want to get the font-from-memory change out asap
10:00
since it can have huge impact with Windows on spinning rust hard disks
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I was going to merge a couple yesterday, but I'm not sure what we want to do about the style thing
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we'll stay with doing clang-formats for parts of files
10:01
but we should put the clang-formats in separate changes inside the same merge maybe
10:01
then we can have a list of all clang-format changes?
10:05
shouldn't block us from merging changes atm
10:17
@deen
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@Brokecdx- which team rank exactly?
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Like we played all these 18 maps in team, no top ranks or something
10:18
and they only show t0 rank
10:25
I have attempted a fix, Let's see in 30-60 min if it worked
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yes it worked showing now
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In the last PR of websockets https://github.com/ddnet/ddnet/pull/2805 , It only support the websocket client in macOS and LinuxOS. And I add the Windows OS windows websockets client support in this PR. It seem that netinet/in.h isn't used by websocket code so I remove it. After removed it I can successfully compile and run DDNet client and server in Linux too. If netinet/in.h have something usage I don't know, please tell me.
13:13
d627b85 add windows websockets client support - QingGo c7b61ac Merge #2831 - bors[bot]
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@deen thoughts about new icons?
13:19
so you dont have to access the menu all the time for e.g. demo watching
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lgtm, but @BannZay might disagree. I think we wanted to remove all buttons at the top to force people to use the start menu
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but why
13:20
its annoying to go back all time 😄
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not sure. maybe because it's a bit faster with the key binds
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@BannZay why xd
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anyway, i like your change @Deleted User
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i'll just pr it, and if its unwanted, dont merge xd
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btw @deen the german translation says "Abspielen" in main menu, bcs its used for music or demo i dunno if it also affects other languages
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it should say "Spielen" only xd
13:43
i mean, in this context
13:43
sure, for demos it should be Abspielen
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probs need to replace Localize("Play") with Localize("Play back") or smth
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I just tried out DDNet client again after long time, what happened to the opengl stuff? :( zooming out really laggs now, and the option is split into 3 config vars
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u need to enable 3.3 again
13:47
the config names changed
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also, the "Join Game" button in ESC is still there if paused or /specced. @deen
13:47
3.3, so 3 major and 3 minor?
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yes or just enable it in graphic settings
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and 0 for patch?
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patch actually doesnt matter to much xd
13:48
aha, thanks for the lagfree zoozing :D
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but zooming with default opengl should be better than with old renderer too
13:49
just not as much 😄
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@deen on my own server the join game button does not do anything, is there a serverside thing to unpause when hitting that button or is it clientside sending /pause again?
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==13035== 14 errors in context 4 of 203: ==13035== Conditional jump or move depends on uninitialised value(s) ==13035== at 0x337F4D: void sort_bubble<plain_range_sorted<CMenus::CDemoItem> >(plain_range_sorted<CMenus::CDemoItem>) (algorithm.h:96) ==13035== by 0x337D2D: void sort<plain_range_sorted<CMenus::CDemoItem> >(plain_range_sorted<CMenus::CDemoItem>) (algorithm.h:114) ==13035== by 0x337A9F: sorted_array<CMenus::CDemoItem, allocator_default<CMenus::CDemoItem> >::sort_range() (sorted_array.h:33) ==13035== by 0x333C79: CMenus::DemolistPopulate() (menus_demo.cpp:767) ==13035== by 0x33408E: CMenus::RenderDemoList(CUIRect) (menus_demo.cpp:825) ==13035== by 0x31EFFB: CMenus::Render() (menus.cpp:1174) ==13035== by 0x32428B: CMenus::OnRender() (menus.cpp:2157) ==13035== by 0x371CFC: CGameClient::OnRender() (gameclient.cpp:644) ==13035== by 0x2742EA: CClient::Render() (client.cpp:1138) ==13035== by 0x27CC24: CClient::Run() (client.cpp:3266) ==13035== by 0x28269C: main (client.cpp:4305) ==13035== Uninitialised value was created by a stack allocation ==13035== at 0x3339D0: CMenus::DemolistFetchCallback(char const*, long, int, int, void*) (menus_demo.cpp:727) ==13035== sometimes causes the demo page to break
13:54
(maybe, could also be smth different)
13:57
nvm we get invalid read or write in demo page
13:58
13:59
reproducable by changing the lagnuage from german to english
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[freenode] twbridge BOT 2020-09-15 14:00:13Z
[ddnet] <Jupstar ✪> ```
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xd did this break the bridge?
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@Deleted User i fixed that already in a PR
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oh sry
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Missing: scripts/languages doesn't work yet, but the context can be added manually, see german.txt for an example.
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ah, alright
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@Deleted User best icons
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@fokkonaut works for me in ddnet server
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yes, but how does it work? serverside stuff?
14:05
because it doesnt work on my server
14:05
just says "join game" and nothing happens
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Ah, probably because your server sends no ddnet playerinfo object
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@deen can we adapt the 0.7 editor and menu cursor
14:06
looks better imo xd
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@Deleted User go ahead
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6a352b4 Add new icons for demo, home and server browser - Jupeyy a4edac3 Merge #2832 - bors[bot]
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but @BannZay might disagree. I think we wanted to remove all buttons at the top to force people to use the start menu
@deen nooo this is bad
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make two modes like its done in 0.7
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for beginners the menu is gold, but after a while it'd get really annoying
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[freenode] b3z BOT 2020-09-15 15:11:00Z
lol. After 10 years of tw just using f1 console
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it would be epic to also skip the start menu
15:11
and go to browser directly
15:11
i think 0.7 has it
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[freenode] b3z BOT 2020-09-15 15:12:09Z
like it always was in 0.6?
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we do too @Ryozuki , but would be nicer to have something like "Always show home screen" directly on home screen
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cl_skip_start_menu or something exists in 0.7, yes
15:50
it also has a setting in the menus
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Game layer is a core thing for any map for most game types. Can we have it selected after map loaded in editor ?
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lgtm, but @BannZay might disagree. I think we wanted to remove all buttons at the top to force people to use the start menu
According to my personal usage I have no need to have super fast navigation between game and any other menu (i.e. settings, editor, etc) But the main problem is inconsistence, you can not even call it a Main menu. Thats why it sounds to me like half solution
(edited)
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its more like a home screen
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I fear we might make wrong decision now just becase we use to have the old menu
16:30
and new is always inconvenient for some period of time
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but how is removing the demo access better than keeping it as an icon?
16:31
or do u dislike the whole home screen at all
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how often you need to switch between game and demo?
16:31
they arent even compatible
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often
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you cant play while watching demo
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yes but i go there from server browser
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yes, thats a reason for fear
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currently i need to press esc then demo, then esc then server browser
16:32
sounds like a pain
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you used to
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nobody wants this, i garantuee it 100% xd
16:32
if we dont have a hotbar oĺd players complain
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isnt ESC a common key for going back? I cant say for everyone but I have no any problem with this
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yeah but its cancer to always press ESC
16:34
and then click the right thing in menu too
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I see, but I feel like main menu is kinda makes no sense then
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for new players it does
16:35
bcs they dont know what editor demos, etc are
16:35
or how to start a local server
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a local server is new thing, but rest...
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u cant imagine new ppl... they dont even get how to remove novice from their search bar
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fells like we made second home page lmao
16:36
as our current start menu has everything we need
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i'd say home screen is for nice overview
16:36
and the hotbar for ez access
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708bf66 More ddnet-setup.sh fixes - def-
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I see your point, but according to my gamer experience I would stil prefer it to be "main menu" but not "home page". I not persist, probably we might make some kind of poll or just keep it for convenience of old player, I dont care much (edited)
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i'd just add "Always show home screen" as option on the home screen and call it an actually home screen, where u get alls discord links, news etc. (edited)
16:39
while the other thing is really just gameplay related things (edited)
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as for me I will just disable it (in case it is just home page), just saying. (edited)
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yes, me too
16:40
and new players after 2-3 weeks too
16:40
but for the first time its nice
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yea, just sad about effort put inside of this feature
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0.7 did the effort 😄
16:41
and deen
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Give it a chance maybe it'll grow on you
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i think the simple fact that new players have a better start into the game is worth it enough
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dc3580d 0.7 cursor - Jupeyy a2a2abb Merge #2833 - bors[bot]
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@TsFreddie did you find out why GetChar is called twice?
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7af5170 Implement context for translations (largely taken from Teeworlds) - def- 3daa798 Implement script/languages support for contexts - def- 887fa50 Update language files - def- 3b0bb7d Merge #2816 - bors[bot]
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f9ec8c5 map_convert_07: Check for width/height 0 - def- ef1e6d4 Add libsteam_api.a to gitignore - def- 7a82779 Make spacing in top menu buttons consistent, fit for 5:4 - def- c1d54da Merge #2826 #2829 #2835 - bors[bot]
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@TsFreddie hm, I can confirm that it's called twice with the same character, same size, same font when I write something in chat: 104 10 0x564ca161fb60 105 10 0x564ca161fb60 104 10 0x564ca161fb60 105 10 0x564ca161fb60
17:18
Ah, from different places, we call GetChar() in two places in text.cpp
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getchar isnt the problem
17:18
renderglyph is
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@Deleted User what is?
17:18
oh
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then it renders the glyph to the texture
17:23
0f8d682 Remove saving to other servers - def- 77d47a8 Load fonts from memory (fixes #2810) - def- edb4462 Merge #2814 #2818 - bors[bot]
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looks all good to me with renderglyph. it gets called twice, but that's because the the text you enter is a bit bigger. with a bind only gets called once for me
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Would be nicer, if the map loader would check the map for such things, but since the backend works with the image data and assumes its valid, this prevents crashes.
20:30
75f604b Update simplified_chinese.txt - QingGo 6a06d1b Merge #2809 - bors[bot]
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can we pls get csgo prediction to replace anti ping? :""""(
20:34
i always find myself teleporting into the freeze when im not near it on my screen
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no
20:35
thats a cheat
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2a713eb Don't allow malloc on empty images - Jupeyy 0bb2400 Merge #2837 - bors[bot]
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@Deleted User lmao like how many times do you open the demo folder thing. Not a big deal if it is removed and placed on the start page
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quite often
21:01
every time i have a random moment
21:01
add demomarks
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There is also this feature where u can cut the last 10-20-30-60 seconds of your gameplay without even leaving the server
21:06
Since that i only need to check the small demofiles
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yeah but i'd cut it anyway
21:08
anyway, a direct demo access is QOL for me, not required but nice to have 😄 (edited)
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K i can understand
21:36
ddnet based server spitting these on 0.7 clients
21:36
don't know if it's a ddnet problem or 0.7 problem
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only in debug mode
21:45
No way to stop it sadly, we removed that debug message, the proper fix would probably be to only throw out a warning once per unknown type
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oh forgot i have debug mode on
21:50
probably need to patch it on vanilla i guess
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@n000b wait what? how?
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@Soreu replay
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thonk @Deleted User what texture size is safe to use in general, if i have to use a fixed size texture for text.
22:56
I mean GPU supports wise.
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2048 is safe
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i don't care about keeping all glyphs
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only the windows software renderer cant handle it
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so is 1024 pretty much good on everything?
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1024 is safest
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ok thanks
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but 2048 is also safe
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GetIntegerv(GL_MAX_TEXTURE_SIZE,) ?
22:57
xd
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only 200 GPU dont have it and if u click it
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I'm currently using 1024, and it is pretty enough for my use case. dropping 1/4 of the 1024 texture isn't causing too much trouble for now.
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u'll see some very early mesa and windows software renderer
22:58
and that report is 5years old too
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maybe i can add a config
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@Deleted User how does the font renderer work? do u save all glyphs in a atlas? do u pack them the easy way or do u use some kind of algorithm
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yeah, looks like 1024 is the safest, although idk if software render can really play teeworlds well anyway.
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they are packed with buttom left skyline algorithm
23:00
its not directly an atlas
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we packed the glyphs on the spot
23:01
if one shows up it get packed
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A game made in pure C using SDL2. Contribute to edg-l/SimpleGame development by creating an account on GitHub.
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i'd say 2048 is safe too
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i would use 2048
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okay
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we use 1024
23:02
but his approach is different
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but you guys can resize the texture i suppose
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yeah
23:03
it probs goes to 2048 on a chinese server quickly
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what r u working on?
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with 512 is page dropping city even when you just looking at the settings.doggo_lol
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hes working on the text in vanilla
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oh is he asking me
23:08
sorry didn't notice
23:08
EeveeShy yes. i'm working on text in vanilla
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How ddnet servers fixed the following problem: when you are frozen on zcatch for example and hold hook it's rapidly flickering in and out with sounds. Same with movement keys, your tee gets in some direction a bit and then returns.
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you can send tunning setting to clients to shorten their hook, so the client prediction can't try to kick in
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But fng mode still shows very short hook flickering (better than zcatch) but DDrace does not at all!
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i'm guessing fng is not completely 0'd it's hook length?
23:55
or can you not make 0 length hook, i can't remember
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cl_predict_freeze
23:57
That's interesting because even movement on ddnet does not
23:57
the client knows
23:57
Oof
23:58
So just set it to 0 and everything will look fine?
23:58
no everything looks shit on ddnet xd
23:58
with it on it looks fine
23:58
Ddnet client on ddnet server does not show flickering things tho
23:58
yes
23:59
cl_predict_freeze 0 = no prediction = laggy
23:59
Why didn't fng creators set this variable?
23:59
but fng has no "freeze" like ddrace
23:59
u can add it
23:59
Wuut (edited)
23:59
fng uses a different approach that also supports vanilla clients
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also i guess server can't set config for clients?
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DDrace does not?
23:59
no
23:59
its just the client that knows about ddrace
Exported 293 message(s)