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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 2020-11-03 00:00:00Z and 2020-11-04 00:00:00Z
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Added a line at the bottom of the screen when cl_debug is 1 !screenshot_2020-11-03_15-09-52

Checklist

  • [ ] Tested the change ingame
  • [*] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [ ] Written a unit test if it works standalone, system.c especially
  • [ ] Considered possible null pointers and out of ...
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Checklist

  • [ ] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [ ] Written a unit test if it works standalone, system.c especially
  • [ ] Considered possible null pointers and out of bounds array indexing
  • [ ] Changed no physics that affect existing maps
  • [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--u...
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Seems to have helped multiple people, for example on Discord and Steam: https://steamcommunity.com/app/412220/discussions/0/3003298578159903103/?tscn=1604354661 Not sure if we know the exact bad driver versions, but at least we can do it for Intel + Windows.
07:47
996e519 hint for disabling debug mode - TsFreddie e256b11 Merge #3232 - bors[bot]
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today vim is 29 years old yay (edited)
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[quakenet] ChillerDragon BOT 2020-11-03 08:51:03Z
lol nice hacktoberfest reward can be used to plant trees :D
08:51
planting trees is such a meme
08:55
seems like planting a tree requires a shipping address? How should i understand that? xd
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[quakenet] ChillerDragon BOT 2020-11-03 09:10:49Z
@Дядя Женя can i get you to look into compose binds in vanilla as well? it sadly is even more broken there :/ thanks for the ddnet fix btw
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[quakenet] deen BOT 2020-11-03 09:11:28Z
In computer networking, specifically Internet Relay Chat (IRC), netsplit is a disconnection between two servers. A split between any two servers splits the entire network into two pieces.
11:59
2762583 Fix clang-tidy in text.cpp - def- 643bbb5 Merge #3233 - bors[bot]
12:10
2c98f2b Kick-voting someone from team doesn't kill locked team (fixes #3207) - def- 9b64b9b Merge #3222 - bors[bot]
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i think the new novice maps should be moved into the perma server and replace 'Basics', 'CandyLand', 'Pados', 'Kobra 2'
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Checklist

  • [ ] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [ ] Written a unit test if it works standalone, system.c especially
  • [ ] Considered possible null pointers and out of bounds array indexing
  • [ ] Changed no physics that affect existing maps
  • [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--u...
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@Patiga which one specifically?
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linear, beyond dreams, inure
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not linear
13:06
thats more solo than novice
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ok, added Beyond Dreams and Inure
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c8efa7d Make bors also look at clang-format & clang-tidy - def- 1ae1204 Merge #3235 - bors[bot]
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Checklist

  • [ ] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [ ] Written a unit test if it works standalone, system.c especially
  • [ ] Considered possible null pointers and out of bounds array indexing
  • [ ] Changed no physics that affect existing maps
  • [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--u...
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8fd33f0 Fix grammar in autoexec_server.cfg (Credits to Blade) - def- c1c838f Merge #3236 - bors[bot]
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im a nobo at this kind of stuff, but i made a blog post about ddnet source code https://edgarluque.com/blog/intro-to-ddnet.html (i plan on extending this to explain how to do more stuff) justatest
An intro to the DDraceNetwork game source code, explaining where most of the stuff is located and what it does.
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nice 🙂
13:43
src/base is also an abstraction layer over the platform APIs
13:43
" it also contains most platform specific code"
13:43
well maybe i worded it bad
13:43
xD
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Zwelf: could also be linked in the wiki mb
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can u send zwelf link
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Zwelf is on IRC, shold see pings
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i mean
13:51
what did he do
13:51
i want to see it
13:51
OH
13:51
im retarded
nouis 1
13:51
i understand what you mean now
13:51
xD
13:52
for some reason i read as in zwelf did a article too
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Checklist

  • [ ] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [ ] Written a unit test if it works standalone, system.c especially
  • [ ] Considered possible null pointers and out of bounds array indexing
  • [ ] Changed no physics that affect existing maps
  • [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--u...
14:12
Reported by HamidReza: `` (gdb) bt #0 GI_raise (sig=sig@entry=6) at ../sysdeps/unix/sysv/linux/raise.c:51 #1 0x00007ffff63f042a in GI_abort () at abort.c:89 #2 0x00007ffff642cc00 in __libc_message (do_abort=do_abort@entry=2, fmt=fmt@entry=0x7ffff6521fd0 " Error in %s': %s: 0x%s \n") at ../sysdeps/posix/libc_fatal.c:175 #3 0x00007ffff6432fc6 in malloc_printerr (action=3, str=0x7ffff6522028 "munmap_chunk(): invalid pointer", ptr=, ar_ptr=) at malloc.c:5049 #4 0x0000555...
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It shall be safe to destroy an initialized mutex that is unlocked. Attempting to destroy a locked mutex results in undefined behavior.
14:24
how do u make sure a mutex is not locked?
14:28
is it safer to acquire the lock and then unlock it and delete it?
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that doesn't sound correct
14:28
I read about APUE 3rd, 11.6.1 Mutexes, there is an example about lock and unlock a mutex in this chapter: struct foo { int f_count; pthread_mutex_t f_lock; int ...
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between the unlock and delete someone else could lock it
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ah, from what i see u usually join the threads and then destroy the lock
14:30
atleast from code im seeing elsewhere
14:31
idk
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yes, that's safe
14:32
or get all threads into a state where you know they can't aquire the lock
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The combined bind pr we merged concerns me. Given it looked way too simple. Whenever I thought there was a simple fix/improvement in that bind code I broke something else that I didn’t consider. Just the fact that how combined chords behave w.r.t simple binds is not well defined really makes it harder than one would expect
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sound code is hilarious
14:45
"the real shit:"
14:46
BASED
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I don't know how the sound code works
14:46
I think we mix sound on our own?
14:47
i got curious so im kinda learning about it
14:47
well i also wanted to know if #3167 was obvious
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we could use SDL_mixer
14:48
but its another dependency
14:48
not that its a big one tho
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if sound mixing is simple, we can also do it ourselves, no?
14:49
I guess it's just adding stuff together?
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is it rly that simple?
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It should be tm
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idk, I'd guess you add configured_volume * current_displacement of all sound sources
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btw we dont have "surround" sound right? if someone hammerhits on ur right u hear it on the right?
14:50
i dont remember right now xd
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we do have sounds at specific positions
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2.0.2:
  • Implemented 24-bit and surround sound support for FLAC audio files
14:51
sdl mixer has it out of the box
14:51
poggies
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We could already be doing it. I don’t really remember
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we do stereo
14:52
I guess we don't do surround
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Honestly, the simple mixing we do is simple on circuit, it should be trivial in code
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well its true it looks simple
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If we wanted eq per channel or something like that, it might be worth looking into a library that probably has vectorization which would help with performance
14:57
Oh, and that loop that looks slow also probably vectorizes great
14:58
It might even get auto vectorized if iirc and that version of gcc and clang are out
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you know
15:02
SDL_MixAudioFormat
15:02
exists in sdl base
15:03
This is provided for convenience -- you can mix your own audio data.
15:03
weird
15:04
lets use openal BASED
15:05
Distance attenuation, doppler shift, and directional sound emitters are among the features handled by the API. More advanced effects, including air absorption, occlusion, and environmental reverb, are available through the EFX extension
15:05
imagine all those sound effects in ddnet
15:05
monkalaugh
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Doppler shift lol, tees might actually be moving fast enough for that to matter
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@Learath2 it is possible to have cursor data stored in demo
16:04
ideally for spectating too. (edited)
16:08
i'll just ask about demo, because i have no idea how demo works.
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[quakenet] ChillerDragon BOT 2020-11-03 16:08:08Z
@Ryozuki nice blog post more pls
16:08
also where can i like :D
16:09
you rly work on a portfolio latley hm?
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thonk also i probably need a lesson on the difference between netobject and netmessage
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[quakenet] Ryozuki BOT 2020-11-03 16:11:55Z
ChillerDragon yeah gotta have stuff i guess
16:11
ChillerDragon nice to know u like it
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this dude keeps messaging me with this
16:14
i wonder what it means
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thinking emoji
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:thonk: also i probably need a lesson on the difference between netobject and netmessage
@TsFreddie i think a netmessage is more like a event
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so like netobject is intended to be packed into snaps?
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i guess
16:16
heinrich is the expert in this
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netobj is in snaps
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[quakenet] ChillerDragon BOT 2020-11-03 16:25:36Z
@heinrich5991 when do you open a school or a 4 weeks bootcamp to learn tw coding?
16:25
i would pay 5 bucks lmao good price
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Any intel user on windows already made the october update from windows?
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@Deleted User what do you want to check?
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if the intel driver is updated by it
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How do I detect if I have the october update?
17:18
I get "Feature update to Windows 10, version 2004"
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19042.610
17:19
i dunno they say 20H2
17:21
appearently its still a manual update yet, but will rollout soon
17:21
"manually seek to “Check for updates” via Windows Update"
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Yeah, I did that, installing now, but it's called 2004 for me, not 20H2
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ok, dunno xD
17:29
super slow for me, I'll check back tomorrow
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i dont even know if windows updates intels drivers anyway
17:30
was just an assumption bcs it was so sudden with all the problems
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just a suggestion - maybe add a place for deepfly in controls? It's a pretty common bind.
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thonk any idea why other players' gun look so shaky during fast movement?
17:49
with both antiping on and off
17:51
it's like the interpolation is wrong or something
17:52
560gb
17:52
of sourcecode
17:52
insane
17:52
thats more than my ssd
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probably also assets?
17:53
but its still a lot xD
17:53
it will be interesting to see whether a DRM-free version performs faster than the protected version. After all, Watch Dogs Legion has ridiculously high CPU requirements on the PC.
17:54
this means watch dogs legion will have mods
17:54
maybe
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@TsFreddie subpixels
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huh?
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if u exactly between two pixels its blurrier
18:11
than when u close to one pixel
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also should IntraGameTick ever go beyond 1.5f?
18:11
no. it is shaky
18:11
not blurry
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its dummy copy or what
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spec other clients
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then its just the network which is limited to 25 ticks
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(1)TsFreddie is another client
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u can enable high bandwidth
18:12
then its 50ticks
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thonk so the intragametick doesn't adapt to 25 ticks?
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well it cannot predict the future xd
18:13
its like teleporting with antiping
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it is not future tho?
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how not?
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how is interpolation predicting?
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not like a cursor has some kind of velocity
18:14
how should it predict something
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it is just lerping between two snaps
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what else do you want todo xD
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idk interpolation should at least make it smooth, but it didn't.
18:16
isn't that wrong?
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mhh, don't think so
18:16
backward interpolation would just delay it
18:16
and you don't know where the cursor is next tick
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i'm doing backward interp for spec
18:17
18:17
how is this forward
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ok but spec is probs less critical
18:18
then ingame
18:18
but still, this might look strange
18:18
tho i wonder if this cant cause issues
18:19
when following someone for example
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btw the video is not using intragametick for cursor
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well as said, the cursor has no velocity or smth, it cannot predict anything
18:20
if the client has some interpolation its probably bad anyway
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thonk no even backward?
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well this will create delay
18:20
as you interpolate the past
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why do you care about delay when spectating?
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well i assume the cursor is wrong too if you dont spectate?
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huh?
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i mean the weapon movement
18:21
of the other tee ofc
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yes. it is wrong for all other clients
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so your idea is to delay the whole spec by 1 tick?
18:22
then you can interpolate everything
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thonk i don't get it. i don't care about other tee for now. i just want to know why backward interp is buggy. (edited)
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well as said, its interpolating the past
18:23
its not really nice to have wrong timescales
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i'm not saying you should change it to backward or something
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example: you start a hook, but the cursor is still somewhere else
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the interpolation is janked even if i do backwards interp
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ok
18:24
then you code is wrong or what do you want to say xD
18:24
i just want to say
18:24
intragametick probably shouldn't go beyond 1.5f or something
18:24
it is probably a bug
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yes
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🤨 so any idea why?
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is that always or really just iinside this single calculation?
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definitely not always always. since it depends on the frame time. but intragametick is just a variable, if it is wrong in this routine then it is probably wrong everywhere
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can u quickly enable high bandwidth and see if it happens there too
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sure
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i'd assume that this happens bcs tw is 50 ticks but the snaps can get as old as 2 ticks
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thonk but i guess if we really don't care about how other tees looks then we can just leave it as is. (if it is the tick issue)
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well maybe we should use the prediction intra tick for most stuff
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i think in 50ticks server other tees looks fine
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but yeah for the weapon movement this probs doesnt work
18:33
if tw wouldnt have this cancerous snapshot model we could just send individual packets every tick
18:34
with high_bandwidth enabled it feels like it is under interpolating now.
18:34
thonk let me check the intragametick values just to be sure
18:37
the values looks fine
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yeah
18:37
makes sense then 😄
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thonk won't fix?
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well as said, for cursors probably unfixable
18:38
all other stuff should just use the prediciton intra tick
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sad noises
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the best would be to update cursors every tick
18:38
that would require a unique packet
18:38
independent of snapshots
18:39
we just need to overtake vanilla
18:39
and fix everything
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thonk maybe just do some animation style interpolation instead of keeping accuracy.
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go @TsFreddie get vanilla admin
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what are you trying to do?
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spec cursor
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spec cursor?
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the weapon movement of others tees
18:40
cursor movement of other tees
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show cursors of spectating player
18:40
i guess
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hm, isn't that already saved tho?
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a better implementation of the thing i made
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you mean in the demo?
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no it isnt saved in demo
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would BE AWESOME to have higher precision too
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over the protocol only angle is sent
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e.g. the hookline is always wrong
18:40
for the other tee
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from server to client that is
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i think he means like this except actually done correctly rather than drawing a floating tee
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client do sent cursor position to server.
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Why don't you forward it along to the client?
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huh? i was forwarding it with a separate netobject
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whats the best way to do that
18:42
should it be snapped since its updated so frequently
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oh, exactly that, I guess I misread your conversation
18:42
the problem is the interpolation is jank
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What seems to be wrong? Bad interpolation? 😄
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and i have no idea how demo works
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Does the demo show cursors even?
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i mean it should
18:43
well not should
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tho demos will always have the inaccurate netobj cursor
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probably nice to have let's say
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If it's not part of the snap it's not sent
18:44
s/sent/saved
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ye, it is not. also it's not in localplayer as well.
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Maaaybe for the local tee I could see the entire input being saved, though I don't remember an override there
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i'm only sending spectating players' cursor alongwith spectatorInfo (edited)
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So the demo is probably cheating using the angle if it shows the cursor at all
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it doesnt
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it doesn't
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and if it could, the precision is bad
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so i was trying to ask you if there's a hacky way to just store local players cursor info
18:45
in demo*
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well invent a new netobj extension
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could it not be added to snapshot instead
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that would be nice for ddnet anyway
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does everything in demo have to be network based?
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it current is using the snapshots
18:46
to render stuff
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You can do it the same way 0.7 injects the netmessages into the demos
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thonk i mean if the interpolation could be better it probably won't matter too much. even csgo only has 20tick demo.
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There will always have to be interpolation
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but tw theoretically has 50ticks
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Demos are still 50 tps
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and 50ticks is ok
18:48
its really just that snaps are only send every 2nd tick
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but the interpolation is over interpolating in 25ticks, and a little bit under-interpolating with high_bandwidth enabled
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well for demos you could just use the next tick for interpolation
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For live you'll need to predict sadly
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let's not talk about predicting anymore, spectating player's cursor is fine with backward interp thanks.
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backward interp?
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the term @Deleted User keep using
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interpolating the past XD
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from prev to cur tick
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i dunno if there is a term xD
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Oh yeah, that's fine
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but that's wrong currently lol
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Wrong how?
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prev to cur interp is
is over interpolating in 25ticks, and a little bit under-interpolating with high_bandwidth enabled
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Oh wait, I don't think that works
18:51
We render at intraticks
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intraticks is the interpolating stuff no?
18:51
(now-prev)/(cur-prev)
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but as said for 25 ticks
18:52
its 2 ticks per actual tw tick
18:52
like 50/25
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Well, you don't know what you are interpolating towards at an intratick
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what? you are interpolating from prev tick to now based on cur tick. both prev and cur is already received
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You'll always be a tick behind that way
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intratick is cur tick of cur time - cur tick
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Atleast I think so, I haven't looked at the clientside rendering for a while
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so what's the current snap when you calculating intraticks?
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thats why it gets 1.5f
18:54
it is a fake one that's in the future?
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lets say it like this: tw is always 50 ticks but snaps are only 25 ticks so u get snap u wait 1 tick, dont get snap u wait 0.5ticks u are at 1.5f intraticks still didnt get a new snap
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i know that already. learath2 seems to having trouble with intratickthonk .
18:56
also isn't there a way to tell whether the server is sending snaps every 2 ticks?
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well normally u just use the prediction intratick
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have a delayed intratick might help with adjusted range.
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that solves all issues
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Well we do indeed run a tick behind everywhere. I didn't know that
18:57
How silly 😛
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its not really behind
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thonk it is the most smooth way i suppose
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its just less often sent
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antiping should take care of the other way
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No it is really behind, even if you send 50tps
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not the interpolating itself
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the prediction clearly uses a tick from the future
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The client state at any given time is always behind the state of the current snap
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but intratick is not a prediction
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but intraticks are only rarely used
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it always wasn't
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Yeah, I know
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what is intratick used for
18:59
just rendering?
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I just assumed we were interpolating between current and the next predicted tick
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also aren't intratick used everywhere when antiping is off
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it does, just not for eveyrthing
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Intraticks make things actually look smooth
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and not it is not smooth even with intraticks
18:59
here
19:02
i mean if intraticks is cur to next before, you'd thought vanilla would be looking like having antiping on without actually compensating for network latency lol.
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It can't be not smooth, you are doing something wrong then
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lets say it like this: tw is always 50 ticks
>
but snaps are only 25 ticks
>
so u get snap u wait 1 tick, dont get snap u wait 0.5ticks u are at 1.5f intraticks still didnt get a new snap
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It can be over/under shooting
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this is probably the reason
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It can't be not smooth
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the under shooting might be me imagining
19:03
but over shooting in 25 ticks is definitely a thing.
19:03
well 25 snaps.
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yes, just rewrite most stuff with the prediction intra ticks
19:04
let's just do the behind thing but have it adapt to 2 ticks spacing
19:04
intratick should not do prediction
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Let's rewrite this whole mess to be prediction agnostic
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i dunno @TsFreddie i think its cancerous to have it behind
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A function to mix between two snaps and you just pass the snap state you want rendered
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thonk it was always that way
19:05
aiming would be a bit off if you change it
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I actually love that idea. I'm adding it to my list of TODOs
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but of course you can have an option alongwith the fixed old ones.
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yes @TsFreddie bcs the current code is bad too xD
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thonk please don't replace it
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it be already better if it just assumes that the prediction tick is as recent as the current tick
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it's like giving the antiping high ping shaky effect to high velocity tees with no antiping as well.
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well dunno what u imagine
19:09
i'd just imagine a faster interpolation and would still look the same
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probably not if any prediction is involved
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yeah i mean without a real prediction
19:09
just not that it interpolates over 2 ticks
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but you can't interp into the future without prediction
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it bascially assumes the prediciton tick is the prev tick
19:10
not the real prev tick
19:10
which is 2 ticks behind
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oh that
19:10
thought you mean changing the entire intratick to forward interp (edited)
19:10
from cur to next
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nah i won't start a teewar(s) rn
19:11
haha very funny
19:11
i don't get it
19:11
that's a lie
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teeworlds was named teewars in the past
19:11
just remembered
19:12
😄 k sleep time
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gn8
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A function to mix between two snaps and you just pass the snap state you want rendered
@Learath2 can you do it for vanilla as well if you really do it.
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[quakenet] ChillerDragon BOT 2020-11-03 19:55:53Z
hm so either im stupid or i lost a demo ._. is it possible to playback a demo while it is being recorded and does it stop recording?
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shouldn't stop recording
20:02
and you should be able to play it while recording
20:03
at least on 0.7 justatest
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@Deleted User ok, i have the update now. Intel UHD Graphics 620 driver date: 21.01.2020, driver v ersion: 26.20.100.7810
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guys
20:22
i need aip-race map
20:22
and standard infection mode without classes
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@deen that sounds bad 😦
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windows update finds no further updates, so that's it
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yeah
20:26
then rip intel users
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Can we just blacklist this one driver version, switch to gfx_opengl_major 1 for it and show a red warning on startup telling them to update driver?
20:26
better to look bad on it than crash in the middle of a long run
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if i get a clear sign from @louis that new drivers don't crash bcs of this bug anymore, yes probably.
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which new drivers
20:29
the newest one had a separate bug
20:29
(not unique to ddrace client), so i don't want to use it
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what bug?
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when i tabbed into/from any fullscreen window there would be a black screen for a second
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ok
20:37
just important that we dont blacklist random drivers
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ill try again when i have some time
20:37
probably tonight
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[freenode] Zwelf BOT 2020-11-03 20:42:45Z
[ddnet] <heinrich5991> Zwelf: could also be linked in the wiki mb
20:42
Yes, thanks for pointing it out
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maybe also make sure that all the links are archived on web.archive.org
20:45
(or archive them yourself 😛 )
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i wonder how many gb of data web.archive.org has
20:51
amazing work tho
20:52
A project towards a universal library. By this art you may contemplate the variation of the 23 letters.
20:52
it has every possible book text article ever written
20:52
BASED
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As of September 2018, the Wayback Machine contained over 25 petabytes of data.[34][35]
20:53
As of December 2014, the Wayback Machine contained 435 billion web pages—almost nine petabytes of data, and was growing at about 20 terabytes a week.[13][31][32]
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how big is 1 petabyte
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(i heard of library of babel from this https://www.youtube.com/watch?v=GDrBIKOR01c) rly interesting stuff
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I think it's 1024 terabyte, 1 terabyte is 1024 gigabyte
20:54
wow
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for teehistorian-ddnetver-old@ddnet.tw

Checklist

  • [ ] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [ ] Written a unit test if it works standalone, system.c especially
  • [ ] Considered possible null pointers and out of bounds array indexing
  • [ ] Changed no physics that affect existing maps
  • [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://githu...
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5914dbb Fix UUID in test case comment for teehistorian-ddnetver-old@ddnet.tw - Zwelf f8da42a Merge #3240 - bors[bot]
22:58
hilarious
22:59
so the CEO of GitHub popped in #youtube-dl a few hours ago, looks like they are trying to get youtube-dl back, i hope this works out
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22:59
👀
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I highly doubt youtube has copyright on the rolling cipher used on youtube lol
23:39
This is such a classic example of copyright abuse
23:52
06b534c Create fallback wordlist in sourcecode (fixes #3206) - def- dcfdd05 Merge #3237 - bors[bot]
Exported 471 message(s)