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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 2020-10-10 00:00:00Z and 2020-10-11 00:00:00Z
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Дядя Женя 2020-10-10 00:00:35Z
am I that bad in math or is it nonsense?
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Дядя Женя 2020-10-10 00:13:23Z
oh, ok, it's rounding
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@heinrich5991 std::launder is indeed to stop TBAA from going overboard
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Дядя Женя 2020-10-10 00:18:27Z
ok, I have a question, 30 mins not found any answer for that
00:19
why does new line of chat message start with less x_offset (edited)
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Which line?
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Дядя Женя 2020-10-10 00:20:13Z
second xD
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I mean in the code
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Дядя Женя 2020-10-10 00:21:11Z
00:21
I can't find any reason for that. Cursor is always returned to m_StartX (edited)
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It's for the heart for friends
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Дядя Женя 2020-10-10 00:26:21Z
omg
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it should disappear if you disable cl_message_friend
00:26
chat.cpp:893
00:29
(The first part where you might think it's getting rendered it L869 but if you don't set TEXTFLAG_RENDER on a cursor, it won't really render, it will just advance the cursor)
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Дядя Женя 2020-10-10 00:32:00Z
it's really dirty hacks going there
00:35
how do I print to the console?
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dbg_msg("topic", "here is a number %d and here is some text: %s", 42, "hello world");
00:42
@Дядя Женя ^
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Obiwan golden spokes are tiles in the map. In ddnet editor you can select fng entities
05:18
@russian letters, pixel alignment tries to use less sub pixels. But since the font size is always an integer instead of float it probably not often useful, just added bcs it's anyways been there
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Money laundering is used to prevent people from tracing where you got your money from. Memory laundering is used to prevent the compiler from tracing where you got your object from, thus forcing it to avoid any optimizations that may no longer apply.
08:01
P0137 introduces the function template std::launder and makes many, many changes to the standard in the sections concerning unions, lifetime, and pointers. What is the problem this paper is solvi...
08:01
tee_thinking
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It's something you'll likely never use
08:34
Need to be placement newing something with a const qualified member over something else
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at least the name is appropriate.
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d8c9a71 Remove usages of qsort - Learath2 9d39e1d Merge #3046 - bors[bot]
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It's useful if you want to separate allocation from initialization (placement new) on objects with const data (avoiding ill-formedness). So it's a low level feature (which should have been a languange feature instead of an STL feature)
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I found a funny bug again: https://stackoverflow.com/questions/45429780/is-right-shifting-undefined-behavior-for-negative-number-in-cpp-and-in-java I was profiling with MSVC under windows, and for some reason nameplates always called LookupUuid which is quite inefficient (bcs its called for all clients every frame) then i tried under linux.. couldn't reproduce. then i analysed whats the difference between the two versions and found out that in snapshot.h int Type() { return m_Ty...
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@Deleted User theorically its implementation-defined not ub monkalaugh
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that is ub for me
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CC=clang CXX=clang++ CXXFLAGS="-fsanitize=undefined" CFLAGS="-fsanitize=undefined" cmake -GNinja -DWEBSOCKETS=OFF -DMYSQL=ON -DCMAKE_BUILD_TYPE=Debug -DVIDEORECORDER=OFF -DAUTOUPDATE=OFF -DANTIBOT=OFF -DUPNP=OFF -DPREFER_BUNDLED_LIBS=OFF . This is just on starting client, not even joining game yet: ``` [2020-10-10 11:48:04][host lookup]: host='master1.teeworlds.com' port=0 3 src/base/math.h:50:11: runtime error: left shift of negative value -32 SUMMARY: UndefinedBehaviorSanitizer: ...
09:54
backend_sdl is full of ub
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why do we call it find_binary if it does partition_linear
09:55
isnt that linear then xd
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Cmd_Texture_Create(static_cast<const CCommandBuffer::SCommand_Texture_Create *>(pBaseCommand));
09:55
looks like doing this is not ok
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what does it say
09:56
downcasting misaligned memory
09:56
address*
09:56
its all here
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@deen can you quickly look into find_binary, maybe i just dont understand it, but doesnt look like binary search xd
09:56
or what is the sense of find_binary xd
09:56
binary data?
09:59
@Ryozuki mhh yeah, looks like alot of false positives probably
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@Deleted User never looked at that code, looks like it calls partition_linear by mistake and should be partition_binary
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ok
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but weird
09:59
i think it comes from here
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its just alot of polymorphism casts
10:00
that it detects
10:00
i dunno if it has some option for old cast
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ubsan doesn't have false positives btw, everything it finds is an actual problem
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&m_CmdBuffer.DataPtr returns a unsigned char
10:00
oh
10:01
no false positives justatest
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src/game/client/components/menu_background.cpp:42:40: runtime error: downcast of address 0x5612c7fb0480 which does not point to an object of type 'CMenuMap' 0x5612c7fb0480: note: object is of type 'CBackgroundEngineMap'
10:01
looks wrong imo
10:01
it clearly creates a cmenumap
10:02
even used override to not fall into the signature trap
10:02
or is the vtable not available in constructors
10:03
are you sure?
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we use the clang version, not gcc. and also "no false positives assuming no bugs in ubsan"
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i still dont see a bug in that code
10:05
yeah
10:05
so i think the undefined behaviour is virtual functions
10:05
makes sense and good to know
10:06
about memory alignment
10:06
in x86 it probs doiesnt matter too much
10:06
but we could fix all xd
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exactly, we should still fix them for other cpu archs
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but thats alot of work actually
10:07
the whole command buffer just doesnt care about alignment
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what would you need to do to fix this?
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align memory
10:07
alignof(ptr_type)
10:07
is 8 on 64bit
10:08
so always add paddings
10:08
to all commands
10:08
well if we go even further
10:08
fix all floating point alignments
10:08
they make more trouble under arm
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alignas(alignof(unsigned)) unsigned m_Cmd; ?
10:11
never used this
10:11
gotta research
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no
10:13
not unsigned, that wont matter alot
10:13
its the pointer itself
10:18
Already wrote that patch when i noticed its not about this, maybe we can use it, else nvm
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we have alot of floating point errors @deen 😄
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i fixed alot somewhere
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20976dd Fix virtual call in Constructor - Jupeyy
10:40
58bd8dc Fix virtual call in Constructor - Jupeyy 80ee8ff Merge #3052 - bors[bot]
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ah sad, i probs didnt save most fixes, but atleast one: https://github.com/Jupeyy/ddnet/commit/adb5aabe725cc9f4fdce38f444b5f27d7235c2b3
10:44
sadly most of these things are also in gamecore.cpp or .h
10:44
so i didnt want to touch them i think
10:44
this case i saved bcs the result is sent to the GPU
10:45
but opengl has nan and inf, so not UB directly
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find_binary is really find_binary
11:10
it confused me for a while too
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why
11:11
wait
11:11
u mean find binary data?
11:11
i dont really get how its binary search, i also switched it and still works xd
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Nah, you were talking about partition_binary and partition_linear
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yes
11:11
its used in find_binary
11:11
partition_linear
11:12
i changed it in https://github.com/ddnet/ddnet/pull/3053 and still works
Already wrote that patch when i noticed its not about this, maybe we can use it, else nvm
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Oh find_binary was using partition_linear? 😄
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yeah 😄
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troll function for sure
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@redix fixed it on vanilla a year ago, why wouldn't he share? traitor
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xDDD
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Only noticed that while fixing the snapshots ^^
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welcome in the club
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Was a bit confused when I noticed that :D
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welcome in the club
11:16
xd
11:18
@deen about the skin fix, we have todo it differently
11:18
else skins like blacktee are broken
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too bad, can you change it?
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inside ur pr?
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The downcast thing is because entities remove and insert themselves from the gameworld, which is just odd
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but that wouldnt be ub would it?
11:46
it has to be constructed wrongly somehow
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Currently when RemoveEntity is called from ~CEntity which happens after ~CCharacter. At which point it is just a CEntity which is UB to cast to a CCharacter and call a method on
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ah alright (edited)
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Дядя Женя 2020-10-10 12:44:02Z
k, good morning. I'll continue asking stupid questions here if you don't mind
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about text?
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Дядя Женя 2020-10-10 12:45:06Z
chat
12:45
I managed to align some chat messages text yesterday and even draw roundrect background for each message, but it's too dirty
12:46
The first question is more about cpp I guess, 'cause seems like I suck in it.
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if u doing it for ddnet make sure to use buffered rects xd
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женя угомонись
12:47
шо ты пишешь
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Дядя Женя 2020-10-10 12:47:55Z
I made a function for drawing chat message background in CTextRender class, which is stupud idea. I probably need a reference to CRenderTools here, but I didn't find the way to get it
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u can request it form kernel probably, but do it rather in chat.cpp
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@Deleted User i guess, or in your own, both are fine
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ok then i'll do it xd
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(i just pushed again)
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oh
13:34
too late i guess xD
13:34
that was my fear xD
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yeah, sorry 😄
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no way again in editor game crashed
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@Deleted User did you do anything specific?
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also what version
14:11
we had quite alot changes in the rc
14:12
newest
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15.0.5, right?
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yes
14:14
i was copying a lot ideas from old map , saved as new map , go load other map put the all copied ideas in other map and while i was deleting parts that i didn't need it freezed and then quit as always happened in old version ...
14:15
i tryed repeat it but it didn't crashed
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[quakenet] ChillerDragonTL BOT 2020-10-10 14:37:05Z
what about generating automated crash reports in rlsd clients?
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dbg symbols are quite huge
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[quakenet] ChillerDragonTL BOT 2020-10-10 14:37:44Z
I guess even a non debug crash report can be more useful than none idk how exactly that should work without affecting performance
14:37
maybe not even slap a debugger on it
14:38
just track a few function calls and on crash store a backtrace
14:38
or are crashes too rare? I cant tell.
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well the best would be cutting the debug symbols after building so we can keep a client with symbols
14:38
and then just stack trace with memory addresses
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yeah, works fine with splitdwarf
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[quakenet] ChillerDragonTL BOT 2020-10-10 14:39:23Z
but does that then require running it inside a debugger?
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i think it just sets a hardware expection or smth
14:40
the os knows that the client crashes too without any debugger 😄
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[quakenet] ChillerDragonTL BOT 2020-10-10 14:40:06Z
i run most of my software w symbols and in debug mode and it works fine but i do not think we should ship something like thatr
14:40
but can the os generate a backtrace?
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i dont have too much details on that tbh, but i know that many games do this, and i doubt they trade performance for it
14:41
its like with exceptions
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[quakenet] ChillerDragonTL BOT 2020-10-10 14:42:37Z
might aswell optionally sent them back to ddnet automatically
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it already be a huge win if its saved in some error log
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[quakenet] ChillerDragonTL BOT 2020-10-10 14:43:04Z
yes
14:43
but i dont know if crashes are even a problem i cant remeber the last crash i had w ddnet
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well it always depends
14:44
if you just joining the server and play its most likely that u wont get any crash, bcs thats what the devs found most easily
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[quakenet] ChillerDragonTL BOT 2020-10-10 14:44:31Z
on what
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but editor and stuff is harder for sure
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[quakenet] ChillerDragonTL BOT 2020-10-10 14:44:44Z
i use the editor tho
14:44
and demos
14:44
and the console
14:45
and the remote console
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ok xD, well we had crashes tho
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[quakenet] ChillerDragonTL BOT 2020-10-10 14:45:56Z
so im just lucky for 5 yrs straight?
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yes
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[quakenet] ChillerDragonTL BOT 2020-10-10 14:46:04Z
lol nice
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"is:issue is:open crash "
14:46
;D
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[quakenet] ChillerDragonTL BOT 2020-10-10 14:46:52Z
i actually lost more progress on windows crashing than ddnet crashing
14:47
yikes 12 open 66 closed
14:47
the current reported one might be #1452
14:48
ddnet bot u here?
14:48
wait is it a discord exclusive feature
14:48
omg
14:48
As reported here: https://forum.ddnet.tw/viewtopic.php?t=6747 If u trying copy all game tiles (swither, tele,game itc ) with hold shift, then load map , then if u trying paste switch and speedup,cl...
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It's really hard for us to generate any meaningful backtrace in our application after it crashed
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[quakenet] ChillerDragonTL BOT 2020-10-10 14:56:22Z
hm why?
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I'd guess the OSs have support for that
14:58
linux has coredumps, windows probably also has something like that
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Well the OS killed your application for a reason, at that point even if you catch the signal, there is no guarantee that anything makes sense
14:59
You could have completely overwritten the stack e.g.
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yea, but that's how we usually debug ^^
15:00
the debugger also just looks at the stack (that might have been overwritten already)
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Well we get to run it a couple times, we get to try different tools, it's acceptable when the crash is happening on my machine
15:01
On iOS and Android there are many solutions that monitor the call stack by sampling it, it does cost a bit, but you get real nice crash reports
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oh, interesting
15:02
got a name/link?
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Дядя Женя 2020-10-10 15:03:13Z
Is the server send plain text as system messages and not events?
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yes
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Дядя Женя 2020-10-10 15:03:47Z
When will it start sending events? (edited)
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Mh, I can't seem to remember where I saw it, must have been a talk on debugging but the guy had access to the call stack at 150hz for the last 5 seconds
15:05
"many solutions" might have been exaggerating a bit, I'm not really sure how common it is actually
15:08
Oh I have an idea, how about stealing crashpad from chromium?
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that might work
15:08
should be opt in though, might contain personal data
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We just capture it and ask the user if he wants to send it?
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ye
15:09
that's opt-in in my view
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Or maybe we capture it and just save it in a dir, so they can provide it with their report?
15:09
I guess the first one would result in more people reporting though
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that would also work
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Heh, if you sign your application with a fancy expensive certificate, you can gain access to the error reports sent to microsoft
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Or you can use Crashpad
15:36
though it will require using google toolchain which is a bit too complex
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Дядя Женя 2020-10-10 15:47:35Z
where can I find code that renders this top right list ?
15:50
All launch crash from start
SPOILER
15:55
killmessages
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Дядя Женя 2020-10-10 16:10:56Z
what Graphics()->MapScreen() does?
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translate map coordinates into screen coordinates
16:11
(or the other way around, not sure)
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Дядя Женя 2020-10-10 17:04:50Z
what's the reason for ddnet work a lot worse with significant fps drop and freezes on connecting to server when playing right from the compiled version from source code? Is that something about preprocessors?
17:06
I guess something heavy is not compiled for the public version?
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debug version?
17:07
or what do u mean
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Дядя Женя 2020-10-10 17:07:33Z
yes
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bcs in debug versions, there are no optimizations and sometimes the compiler's libs have additional things that helps for debugging but slow the execution down
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Дядя Женя 2020-10-10 17:09:43Z
I just worried if that's my code causes long freeze before joining the server
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well switch to releasewithdebuginfo/release and you'll know
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[quakenet] ChillerDragon BOT 2020-10-10 17:31:22Z
@Soreu I finished replacing all textures with SVGs on https://zillywoods.github.io/ZillyWoods-web/ it scales so well on my 4k screen <3 The grass looks a little bit different maybe ill change it. Could you send a screen how it looks like on ur broken end now? :/
Custom client for Teeworlds version 0.7+ coded by ChillerDragon
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I'd like to remind you that it is broken for me because of the code I wrote 😅
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[quakenet] Ryozuki BOT 2020-10-10 17:32:38Z
ChillerDragon 144hz > 4k screen
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@Soreu fix
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did u upload to ur database?
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...someday justatest
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i want to have svg :D:D
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He's replacing single tiles from grass_main
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atleast smth 😄
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because I did cut the mapres in pieces to use only the needed ones
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keep it up chillerdragon, looks really good 😄
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A collection of free to use and edit images for other art work. No actual game skins. - TeeworldsDB/images
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yeah the single tiles, but i'll wait for the full mapres xd
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there they are somehow
17:39
I don't even understand how he pulled part of different repo into the website
17:40
but I barely understand GitHub anyway xd
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[quakenet] ChillerDragon BOT 2020-10-10 17:46:28Z
submodule magic i am a git wizard
17:47
yes Jupstar ofc everythin in the repo and doodads are almost finished but keep in mind i wont produce tilesets from last decade but 0.7 standards :D
17:47
Ryozuki: nah 60hz the screen is older than time it self and actually affordable xd
17:48
oh wait u did a compare
17:48
ok fair guess it depends i have more hz but less pixels on my laptop and i prefer my 60hz big 4k screen
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chillerdragon what u mean with tilesets from last decade?
17:49
can 0.7 client set single tiles or what xd
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[quakenet] ChillerDragon BOT 2020-10-10 17:50:21Z
teeworlds uses a new incompatible mapres format
17:50
to the one that ddnet uses
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wtf, how that
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[quakenet] ChillerDragon BOT 2020-10-10 17:50:51Z
im all for backwards compability but sometimes u have to move forwards :)
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but pls explain
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[quakenet] ChillerDragon BOT 2020-10-10 17:50:59Z
how did u not know?
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since when?
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[quakenet] ChillerDragon BOT 2020-10-10 17:51:15Z
0.7 rls
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but i used 0.7 tilesets
17:51
they work fine
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[quakenet] ChillerDragon BOT 2020-10-10 17:51:33Z
well "work"
17:51
if u embedd them
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i honestly dunno what u mean
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[quakenet] ChillerDragon BOT 2020-10-10 17:51:54Z
sec
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its a normal png
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[quakenet] ChillerDragon BOT 2020-10-10 17:52:52Z
if u place shadow in ddnet client and open it in vanilla client its gone
17:53
do u know what i mean?
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well that not a real problem, if we have svg with shadows, ddnet has shadows again
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[quakenet] ChillerDragon BOT 2020-10-10 17:53:33Z
thats the thing
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its just missing in the png 😄
17:53
or opposite
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[quakenet] ChillerDragon BOT 2020-10-10 17:53:38Z
i wont make shadows :p
17:53
i will make 0.7 tiles
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yeah but we dont need to name it grass_main
17:54
we could call it grass_4k
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[quakenet] ChillerDragon BOT 2020-10-10 17:54:03Z
well ok fine
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;D
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[quakenet] ChillerDragon BOT 2020-10-10 17:54:10Z
yes then sure no problemo
17:54
i thought more like replacing the standard tiles
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well we can build uppon your tileset 😄
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[quakenet] ChillerDragon BOT 2020-10-10 17:55:03Z
ill pay a lawayer to craft me a 0.7+ license
17:55
xd
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BSD license.. yes ;D
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suggestion: add more emotes like the once from twitch.tv to the discord group? like widepeepoHappy, Pogu , monkaW etc etc...? - https://betterttv.com/emotes/top (edited)
The top shared emotes across all of BetterTTV.
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add emotes to chat again too
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add emotes to chat
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not this again xd
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someone allready suggested it 😛 ? (edited)
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even implemented
18:41
not these emotes tho
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[quakenet] ChillerDragon BOT 2020-10-10 18:41:50Z
spam more pls Aoe xd
18:42
wait are we talking about tw chat or discord emotes?
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discord emotes, what do you mean spam ?
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ohh
18:42
discord xd
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why was the in-game chat emotes removed
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thought ingame
18:42
bcs they are distracting and annoying xd
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it was funny
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we have tee emotes
18:43
tee emotes best
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i miss 🤖 in chat :(
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they were so annoying
🇺 2
FuckYou 1
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🇳🇴 🇺
18:43
no they werent
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why werent they just made opt-in
18:44
after all the code was added to support them
18:44
just as easy to add a setting
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because then u see the emote names instead of the emote kek
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thats even more spam
18:45
even more annoying
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ye the solution is to just add back emotes
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antijao :antijao:
18:45
which is more annoying
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the solution is to remove them
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but people can still use the version with emotes
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but they wont have new features
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and still can type :smile: into the chat with any vr
18:45
idc
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F4 emotes in chat sux
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i still use ddnet 10
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why would they use it
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to see emotes
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no one else sees emotes anyways
18:46
so ur like talking with urself
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same as using a custom skin that none else has
18:46
some ppl do it
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KENZO LIE
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(tbh i agree its totally useless feature lol)
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but using a custom u see all the time urself
18:47
custom tee*
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ye and u can see ur own emotes
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but no one talks with himself
18:47
no one that’s mentally stable
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ᶰ°Konͧsti 2020-10-10 18:48:13Z
im never used emoji version but im writing emote names ingame anyway
18:48
xd
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its like when people who dont have nitro say :kek: on discord
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ᶰ°Konͧsti 2020-10-10 18:48:23Z
kek
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they cant see the emote but who cares xd
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ᶰ°Konͧsti 2020-10-10 18:48:27Z
feelsbadman
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u see people saying kek in ddnet?
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ᶰ°Konͧsti 2020-10-10 18:49:12Z
yes
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ᶰ°Konͧsti 2020-10-10 18:49:14Z
lol
18:49
Much
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and :feelsamazingman:
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ᶰ°Konͧsti 2020-10-10 18:49:50Z
lol yes
18:49
xd
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ive literally seen it
18:50
wym
18:50
also the :danAmazing:
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yes ppl say kek
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no they never showed up in tw chat
18:50
but ppl still say it with :: anyway
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ᶰ°Konͧsti 2020-10-10 18:50:45Z
danAmazing dead feelsbadman
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ᶰ°Konͧsti 2020-10-10 18:50:58Z
me and Suxep even had danAmazing binds xd
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norway u
🇺 1
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example: *** 'Konsti' called vote to kick 'jao' (lol) *** 'jao' has left the game (You have been banned for 5 minutes (Banned by vote)) Konsti: :danAmazing: nameless tee: :danAmazing:
danAmazing 2
danAmazing 2
danamazing 2
danAmazing 2
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ᶰ°Konͧsti 2020-10-10 18:52:18Z
xddd
18:52
Fucked up
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:danAmazing:
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to minimize spam on ddnet just add chat filter on server side
18:53
its about emotes
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ᶰ°Konͧsti 2020-10-10 18:53:06Z
F4
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client side obivously
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ᶰ°Konͧsti 2020-10-10 18:53:14Z
They would ban me from saying n word
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people who dont want to see spam can choose to filter it out
18:53
the default should b to allow all
18:53
same could apply for 18+ language i guess
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ᶰ°Konͧsti 2020-10-10 18:53:26Z
nword= noby ofc
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im about emoji spamming
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noone really spams emojis
18:53
just says them someitmes xd
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trolls can
18:54
ppl spam emojis to me
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trolls cna spam non emojis
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trolls can
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everyone has a different defn of 'spam'
18:55
trying to filter it serverside is
18:55
i think its literally impossible beyond simple ratelimiting
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oh also ddnet should be less restrictive on the automute ratelimit
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they should just let people setup their own chat filter in client
18:55
and +1
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i always get automuted just cus i type fast
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press return less often helps but
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stop typing short messages
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ᶰ°Konͧsti 2020-10-10 18:55:40Z
lmfao
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i cant not type short messages
18:55
typing long messages is boring
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i have the same problem because i type rly fast
18:55
even when i type long messages
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ᶰ°Konͧsti 2020-10-10 18:55:57Z
@louis <:nouis:745612528834445313>
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or when i correct messages that i mistype
18:56
it sometimes automutes me and i have to a: buse
18:56
and unmute myself
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a: buse
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i swear im not spamming tho
18:56
if u send a short sentence every couple seconds like im doing rn
18:56
it can mute u
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ᶰ°Konͧsti 2020-10-10 18:57:08Z
just do like on noby server, u cant spam the same messages
18:59
i would make a PR for ratelimit
18:59
if they wanted it
18:59
19:00
i use this instead of auto mute and i know u can just spam and change the last character but it still helps alot xd
19:00
itts just set to only let u say the same thing 3x/min
19:00
but the limit and time could be anything
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then you can add emotes feelsamazingman
19:02
a 64/64 ddnet ddrace server might have higher standards of chat moderation than my smaller fng server .. xd
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ig spam protect should be or serverside only or clientside only
19:03
and last one would be better
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i think the only serverside spam protection should be simple rate limit
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do you know clientside
19:04
eh, @Deleted User can you help with that?
19:04
or you are render boy (edited)
19:04
maybe ryo knows
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ᶰ°Konͧsti 2020-10-10 19:07:38Z
͍
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tldr?
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add back emotes
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client side spamprotection is useless
19:22
when the client is open source xd
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[quakenet] ChillerDragon BOT 2020-10-10 19:23:29Z
chat spam is rare a problem tho
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client side spam protection = add_foe
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[quakenet] ChillerDragon BOT 2020-10-10 19:24:48Z
or do it like the browser console and show the amount of occurences using a number
19:25
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@Deleted User why? its just :-: filter (edited)
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so u want a chat filter, mh, that might be unwated by some servers
19:29
or do u want chat filter like removing bad words
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unwated by some servers
uhm why?
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mods*
19:32
well its a forced limit
19:33
so do u want a rate limit, or a chat filter?
19:33
im not sure rn
19:34
maybe add new flag/netobj that will be sended to new ddnet users with rate limit count
19:34
or dk
19:35
add to existing (edited)
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well u can always create an issue or pr, maybe someone will help you
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okey (edited)
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e17a2b1 Update 15.1 release date - def-
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@deen release on tournament day?
22:00
justatest
22:01
507f7f6 Version 15.1 - def- ef9c85c Update 15.1 release date - def-
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what could go wrong?
justatest 3
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@deen u coulkd also just wait after the tournament
22:18
but idc
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@heinrich5991 @Learath2 i recorded a demo with 10.6.2 client and im trying to send it to people to view with new client
22:18
and noone can open it..
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I feel like nothing more was reported since last RC, a few days passed
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they keep getting map errors like map differes from server
22:18
and deleting from downloadedmaps changes the error to a different error but doesnt fix
22:18
and afaik downloading the version i used doesnt work either
22:18
what can i do to show them?
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use new client
22:19
it doesnt open
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i mean u the recorder xd
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yes but i already recoded it
22:19
i cant re-record
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@deen ok, then lets hope it works xd
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idk if theyll ever come back
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mhh ok
22:20
how can i show them the demo
22:20
short of just using custom screen recorder
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stop using old veresion
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fix the demo I guess
22:21
acqwerty no u
22:21
it doesnt matter what version i use, demo is already created
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then you should have switched before recording
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but i didnt
22:21
so thats why i aske for help
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too bad
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fix the demo binary xd
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hex editor
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ye but what do i edit
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hm
22:21
check what crc/sha256 is included
22:22
try to find the correct map
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demo i want
22:23
random demo recorded with new vrs
22:23
er
22:23
dk why its different actually hmm
22:23
22:26
if they put the version of fng.map that was on server 2 weeks ago in their downloadedmaps then it will work? xd
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I think it'll work if they put that map in their downloadedmaps
22:28
c790d78 Version 15.1 - def- b43bd3a Merge pull request #103 from ddnet/pr-15.1 - def-
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@noby you'll have to provide them the map
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ok ty ill ask if someone has it
22:30
is there no way to extract map from demo?
22:31
ive seen it done before afaik
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well, I think your demo has the wrong map
22:31
causing this behavior
22:31
are you currently using an up-to-date client?
kek 1
22:33
i recorded with 10.6 client
22:33
im trying to show it to ppl
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yes, I understand, but maybe you should start using an up-to-date client ^^
22:34
(for the future)
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f3
22:34
the demo is of someone that rarely joins server
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I realize
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I thought I helped you fix it
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i will look in to finding that exact map file
22:35
ty 👍
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The "Start server" button in main menu is supposed to start server from the directory of client (Steam ver) and look for myServerconfig.bat in same directory, right?
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and @heinrich5991 do u wanna go thru the process of bisecting again sometime in the nearish future to see why old client still gives me better/more stable fps
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my myServerconfig.bat points to exec "server/config.bat" and it doesn't get executed no matter where I put the first filter
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we did find the most significant cause and u fixed it
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the first file*
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but still it is lower
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we can try again
22:48
make sure to disable hidpi on all versions while testing
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ya highdpi was the most signifiant problem from last time
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yea, but only disabled on latest
22:49
so you need to manually disable it everywhere
22:49
to get comparable results
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i will try to do this testing tomorrow, been awake since yday morning so abit tired now
22:50
ill try to compare based on cpu usage or sth
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Didn't u say with refresh rate 0 it's when faster
22:57
Snowby
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but thats bad bcause
22:57
it can get up to 2500+ fps with uncapped rate on both
22:57
but it runs the computer very hard and fans spin at max the whle time
22:58
i remembr u suggested switching the rates
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But I already told u old client fps is different
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and i think it did help
22:58
yea
22:58
the way it estimates fps is different
22:58
but the way it makes fans spin seems more intensive on new client
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Also with cl refresh rate u won't get more fps anymore
22:59
In old client u could get 600fps with 480 cl refresh
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stable fps above 400-500 is fine, what i remember seeing is that it was less stable and appeared to use more cpu but i havent done a controlled test to back it up
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Protokol T'nP 2020-10-10 23:00:00Z
Hey guys :D Can anyone help me?
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Just ask xd
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Protokol T'nP 2020-10-10 23:00:57Z
I patched the latest ddnet client and my antiping bar disappeared 😄
23:01
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intentional removal
23:01
1a9abee Add back Australia... - def-
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you can access it via the console @Protokol T'nP
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why would you need the antiping bar
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well fixing gfx_refresh_rate helps the fan spin issue a bit but it still does spin
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Protokol T'nP 2020-10-10 23:04:48Z
@plsplsplslol Its easier for me there 😄
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@Protokol T'nP rather, what do you use it for?
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The problem a friend was occuring was, that on a fresh Windows install settings like cl_refresh_rate are set to 480. Since the render calls take longer time than no render calls, it happened that c...
23:07
That made the refresh rates more useful
23:07
During the time I fixed some stuff tho
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does it make the fps counter more accurate in realtime
23:08
idk if it works like this but it might be interesting to have an option to display "old" fps count at least for debugging
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wouldn't help with bisecting now
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the fixes for wait time make sense and i dont see why anything in that commit by itself would cause higher cpu load but maybe im missing smoething
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We had a different fps counter once but deen didn't like it bcs it litteraly updated every frame
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the one on newer ddnet seems to fluctuate alot between every frame
23:11
i remember mentioning it and having it explained as the new one being more accurate
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Not higher CPU load, but probs less frames bcs CPU time is more accurate
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i mean i dont notice the difference between 400 and 600 fps tbh but i do notice when the fans start spinning when they otherwise wouldnt have
23:12
before they fixed highdpi it was this same problem but 5x worse
23:12
extreme fan spinning always
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an fps or frametime graph would probably be nice to have
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now its just moderate
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We have
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@Learath2 I think that already exists xd
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Ctrl shift d and then g
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old ddnet the fps looks more stable in the counter
23:14
15.0.4
23:14
different servers but same map
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To me new looks more stable
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but lower fps and it spisn the fans
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If the second one is the newer one it does look muuuch more stable
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Then lower your stupid fans xdd
23:17
But pls use different fps measure anyway
23:17
Steam fps or smth
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on mac you don't get to control much about your fans
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The vanilla one was bit wrong
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if i lower the fans it will just kill the cpu so no ty
23:18
and its not rly about fps i think
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Under 70c is safe xd
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I don't get why you'd get more cpu usage though
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thats what the bisect would be for i guess
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The newer renderer does more on the gpu, the cpu should be more relaxed
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i have a laptop with better cpu and barely any gpu
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I first want to see the real fps from outside fps program
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how do i use an external program to monitor fps
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Steam e.g. had an overlay
23:19
Dunno under macos tbh
23:20
There will be some program xd
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7dc33ab Add back Australia... - def- 1356fb3 Merge #3055 - bors[bot]
23:25
When tabbing in and out of ddnet client (borderless window or fullscreened) I get a small black screen for about one second. Also happens on vanilla 0.7 client, but in no other programs/games. Intel UHD 620 Windows 10
Exported 644 message(s)