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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 2020-11-17 00:00:00Z and 2020-11-18 00:00:00Z
07:45
poggers
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can anybody tell me how to create a server in ddnet?
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thanks
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@Deleted User @Learath2 @heinrich5991 I'd like to release 15.2, which requires https://github.com/ddnet/ddnet/pull/3300 to be reviewed first.
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, s...
11:30
d31397a doeditbox - TsFreddie 51a3177 Don't trigger text alignment for editboxes - Jupeyy e2be287 numeric robustness - Jupeyy 39f4e94 Merge #3312 - bors[bot]
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are kog just ddnet servers with gores maps?
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so they have their own fork?
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modified ddnet servers
11:44
they have stuff like moving walls and moving freeze
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right
11:45
qshar doesnt want a mainland server. so i'm thinking of a third party one through us.
11:45
tee_thinking
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Kog is running a very old ddnet which is kinda disappointing. Doesn't have any of the prediction improvements we got in with the extended protocol
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that's a fork for you
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5b24e95 Check translations in github, check formatting strings, fix - def- e8c043b Merge #3300 - bors[bot]
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07298d9 Tag 15.2 version in ddnet.appdata.xml - def-
12:27
d65af80 Version 15.2 - def- ed9a902 Tag 15.2 version in ddnet.appdata.xml - def-
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Caffeine "waking" someone up must be like the biggest scam ever
12:29
I can feel I'm hopped up on caffeine, I feel jumpy, my hands are jittery. Yet I still feel sleepy
12:37
5c8bd2c Version 15.2 - def- b73817e Merge pull request #106 from ddnet/pr-15.2 - def-
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@Learath2 on Windows autoupdater is hanging after parsing update/update.json, but on Linux it works. Any idea?
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Let me take a quick look
12:45
@deen anything interesting in the logs?
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nope, nothing
12:46
[2020-11-17 13:45:42][http]: task done https://update6.ddnet.tw/update.json [2020-11-17 13:45:42][updater]: parsing update.json
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And what does the UI look like?
12:47
Does it say downloading?
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"Downloading update/update.json"
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Well the only path I can see which leads to this is a parsing failure
12:50
I would check that m_FileJobs is populated after the ParseUpdate() call
12:52
Mh, me not returning whether the parsing succeeded or not from ParseUpdate is so silly
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but there is nothing platform specific in ParseUpdate, is ther?
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Yeah I don't see anything else. Sorry I can't be of more help
12:53
@deen well we open a file, windows has notoriously been susceptible to permission issues
12:54
Maybe an issue in the json library? We might be linking to another version on linux
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nope, we build it in-source
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Are any of the fetch jobs getting queued properly? e.g. after update.json
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oh, probably it's my fault
12:56
I think we changed something in GetBinaryPath
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1:48 PM] deen: "Downloading update/update.json"
this implies OnProgress never gets called after update.json is downloaded so no other download task ever progressed. Either they are never getting queued, e.g. ParseUpdate failed or they are queued but are not running, e.g. we are stuck in a deadlock, we don't have any worker threads left, or curl issue
12:58
Ah, that makes sense
12:58
@deen I think update.json should go in TYPE_SAVE not "binary path"
13:00
binary path can be unwritable for example
13:00
though I guess if binary path was unwritable, we can't autoupdate anyway
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hm, binary path looks correct to me
13:00
I'll go out now, will check back in a few hours. can't fix this release anyway since 15.1.3 had the broken updater already :/
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Well is m_FileJobs getting filled?
13:01
That's the only thing I would check
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Not sure how to check without editing source code
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Ah, yep you can't without editing the source
13:01
well you could with a debugger, but that takes a bit more time
13:02
I fixed and cleaned up a lot of nasty behaviour in #2754 so I guess it'll be kinda broken until then
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Isn't finished yet but it'd be nice if you could take a look before I spend more time on it. Fixes #2748
13:23
13:23
script detection is such a b**ch
🤬 1
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confusing
13:24
One day we will have good support for all languages everywhere. Probably in 2050 or so
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most script detection just fails around SC TC and J if one of these aren't the system default
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I wonder if script detection actually is possible
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personally i don't think so.
13:28
especially after the han unification
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Yeah, most text is probably ambiguous now
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if they weren't unified or at least separated by language it would be easier. But then normalization would be a b**ch again.
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Maybe it's time asia abandoned their very complex glyphs :P
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Korea did away with them and they saw a huge surge in literacy AND they get decent support on every OS
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chinese tried
13:31
pinyin is the *failed* attempt (edited)
13:31
pinyin wasn't a thing before.
13:31
we have special glyphs for sounds before as well
13:31
taiwan still using them
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I'm not sure if romanizing is the best idea
13:33
Unspaced text is the first thing that should be phased out. Without the pictograms and the ideograms it would become a huge pita to read anything
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LOL that would solve things
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it would
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Tho a little unethical
13:34
irc never forgets btw
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i know
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It's forever recorded in history
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the deletion is for the comedic effect
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Maybe romanization could work actually, just not quite sure how well the grammatical constructs would work
13:36
Japanese reading atleast relies a lot on grammatical constructs being very easy to identify at a first glance
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chinese do need the tone marks to make sense if a sentence is full pinyin
13:37
due to how we speak
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Should ask some native speakers if they can read romaji well
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if it is just plain a-z, if would be really hard to understand
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@TsFreddie can you read pinyin well with the marks?
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if trained, probably
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Marks are easy to handle both from a computer and teaching sense
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i don't usually read those, and we don't really have a standard way to type them.
13:38
so it is actually less common
13:38
other than in dictionary and in class
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Hm, that's silly given how much chinese is tone based
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we've been dealing with plain pinyin a lot in the early teeworlds days
13:39
it was PITA to talk
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I can imagine
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lol, chinese community are discussing how hard to read chat with the new chat.
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As expected. No one likes new visual updates
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it'll grow on them i believe
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That's why we left the old setting
13:41
It's astonishing how sleepy I feel after 8 hours of solid sleep + 5 cups of coffee
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I think I'm just not set up for being awake at normal human hours
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5 cups sounds unhealthy
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It's well within the established safe amount of caffeine
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😄 fair
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I will drop out of uni and become a night guard. I am perfectly awake at 2 am
13:43
stuck here
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i can't use built-in update at all in china
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restarted client - same
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@fokkonaut discussed it with deen a bit ago. If you want you can try debugging it
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but that's just a china thing
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@Learath2 no thanks, i once tried to work with the autoupdater but i couldnt come further
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I have a feeling it's ParseUpdate failing
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Why would it fail this time tho and not in the previous updates?
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Oh I now understood what deen ment
13:45
This is an old version, so we can't fix it anyway :(
13:45
@fokkonaut Who knows, I don't have windows to check
13:45
Well I do but not right now
13:45
Is there a plan/fix already? (edited)
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Well nothing to plan, no way to fix a client we already deployed. I'd guess #2754 would fix it but I just can't finish that up
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Isn't finished yet but it'd be nice if you could take a look before I spend more time on it. Fixes #2748
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Oh, again a client thats broken?
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If we want a fix for the meanwhile, someone needs to check what's actually broken
13:48
I'm like a factory defect. Whenever I have something I have to do I am sleepy. Whenever I'm doing something that's useless I'm wide awake
13:48
Is there like a website where we can apply for a replacement brain? Is there like a warranty on these things?
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nice warning
14:00
it is probably telling you suck
14:07
i'm trying to make a hud popup for dummy state change. don't know if it'll make any sense.
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i feel like it'd only make sense if u had more than 1 dummy
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probably. i accidentally trigger copying a lot. so i might came in handy for me
14:10
it*
14:11
i can just don't PR and keep it to myself😄
14:12
14:12
oof
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is dummy copy realy used that often
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hey, i had to format my pc and now when i play teeworlds i get a crazy 'motion blur', and the game is very sluggish! before it as a lot smoother when i moved its like every entitie merges when i move anyone with the same problem ? already tried every setting, and version of ddnet! same thing
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So for the first time my game png got deleted after update can someone tell me again where I should put it so it wouldnt get deleted after next updates?
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what do you mean by merging
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some icon symbolizing hammerfly/copy would be good
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@Nooback open assets directory
14:34
thats why we added it
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@Deleted User i think he means like an acid effect
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\AppData\Roaming\Teeworlds\assets\game
14:34
this?
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where the previous frame renders arent deleted
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@Username maybe GSync or Freesync?
14:35
@Nooback just press "Assets directory" button
14:35
when selecting "Game"
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I was right its that
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@Username maybe GSync or Freesync?
@Deleted User nah, already tried on and off
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@Username well, its probably a problem outside of ddnet:
  • GPU driver
  • Use the right GPU, deticated, or integrated
  • Try newest client always with a clean config, don't open older clients, else configs are overwritten
  • The config of you screen(refresh rate etc.)
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gpu driver was just installed freshly im using dedicated gpu already tried every version 11+
14:43
what a nightmare xD
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tried newest versions only with clean configs?
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omg im a potato totally forgot that the refresh rate goes to 60hz after formating changed back to 144 and installed the new ddnet version and its back to normal
14:53
@Deleted User thanks ❤️
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nice 😄
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b7c3ad7 Version 15.2.1: Quick autoupdate fix - def-
16:04
f9be02c Version 15.2.1: Quick autoupdate fix - def-
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is the freeze patch not in the current version?
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@Deleted User no
16:12
was it a regression?
16:12
My assumption was that it was always broken
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well i thought it was related to the IME change
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oh... then I need to take it in..
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but im not sure
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94c6b47 doeditbox - TsFreddie ea24c3a Don't trigger text alignment for editboxes - Jupeyy 20b86f1 numeric robustness - Jupeyy
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94c6b47 doeditbox - TsFreddie ea24c3a Don't trigger text alignment for editboxes - Jupeyy 20b86f1 numeric robustness - Jupeyy
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i was planning on reworking the text input using some other design that can be reused across console editor editbox and chat. havent really get started
16:19
Learath2 gave me some idea on implementing text selection on not only text input but chat/console history as well.
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i have a suggestion for translations: make something like comment with max amount of characters
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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...
17:08
c8f5bd1 Mod by zero - Jupeyy ded742f Version 15.2.2 - def-
17:17
6cefbcb Mod by zero - Jupeyy 6e5d0cc Merge #3321 - bors[bot]
17:22
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why does steam_api go with non-steam ddnet client? (edited)
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because it's a bit cleaner, then we don't need to ifdef in our code, but instead we build a steam_api.so/dll stub that does nothing
18:10
and the code for non-steam and steam ddnet client are the same (minus autoupdater), just the steam_api.dll is different
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Hello! have anybody changed recently anything related assets loading logic (particles) or particle trajectory, lifespan or physics/timers?
18:15
Today I am and one of players have noticed that some particles are missing in the game. Those were consisted of gun (pistol) projectiles. But regular gun projectiles work. I've tried to revert server changes to a month ago but problem still persists. Reinstalling DDNet to ~latest git version and removing ~/.teeworlds directory didn't helped.
18:15
Everything is working fine in teeworlds 0.6 and 0.7 though.
18:15
Any ideas?
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I feel like no one tests our release candidates
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Still there is a possibility that this is somehow my mod's issue, but it's 100% reproducible on DDNet client and not on teeworlds.
18:16
Also some DDNet players with same versions didn't had that problem.
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@Deleted User is it only in 15.2 and not 15.1? We had lots of changes in there, would be great if you could bisect it.
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I've found that in 15.1.2 and updated to 15.2
18:17
I could try installing older versions I think
18:17
it's the only change in projectile.cpp
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hm... nice tip
18:18
I will. Just will try older ddnet client version first. Should have started with that tbh
18:21
hm... this is somehow related to assets it seems
18:21
when I am starting a client from the folder of downloaded client everything works fine
18:21
it's so weird, I haven't touched my system's DDNet package for a month
18:22
wait do they have custom skins
18:22
ask them for the resolution
18:22
I've just deleted my /usr/share/ddnet folder sorry
18:23
I am trying to reinstall the package
18:23
could backup it though first
18:25
it got weirder, now starting from the current directory of downloaded ddnet client doesn't help
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wait why is the latest version 15.2.2
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quick patches
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its only 15.2.1 on github
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should be at same code tho
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maybe @deen didn't commit the version bump yet
18:26
or atleast didn't push
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oh its on a different branch
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ok, I will suppress my noise for awhile and will try to experiment more to gather data
18:30
thanks
18:36
hmm... people with ddnet versions 15.1.2 and 15.1.3 don't have problems
18:36
and when I start 15.1.3 from tarball everything works correctly
18:37
15.2.1 and 15.2.2 have this problem for me
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@Deleted User if you can reproduce it, bisect?
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I will bisect
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2e6694b Add donation - def- 8012f6a Fully funded! Thanks for all the donors - def-
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8d6148b20b2cde94d8e1fbe0a0dcd0bd81e86acc is the first bad commit commit 8d6148b20b2cde94d8e1fbe0a0dcd0bd81e86acc Author: Jupeyy <jupjopjap@gmail.com> Date: Fri Oct 9 09:07:05 2020 +0200 Modulize skins, particles, emoticons and game
18:48
this one
18:50
omg, it's so huge
18:50
@Deleted User any ideas?
18:51
weirdest thing is that this problem occured just today. I haven't updated anything
18:51
it just happened mid-day, I was playing and then one person asked me if I see that important particles are missing
18:52
and as those were core elements of a mod I've instantly knew there is a problem
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[quakenet] ChillerDragon BOT 2020-11-17 18:52:25Z
@deen do you want me to open an issue for the ping filter inf loop?
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if it's still an issue, yes
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[quakenet] ChillerDragon BOT 2020-11-17 18:52:54Z
ok deen
18:52
:D sorry
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Have you got your T-shirt ChillerDragon?
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[quakenet] ChillerDragon BOT 2020-11-17 18:56:00Z
hacktoberfest?
18:56
nah i decided to go with a tree but then it wanted like my address i did not understood why and rage quitted :D
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I'd do the same
18:59
both for T-shirt and rq on neglecting my privacy 😄
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I gave a random address in new york
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In server browser when setting Maximum ping in filter to a string longer than br_filter_ping the client hangs in a infinite loop. https://github.com/ddnet/ddnet/blob/a9631bf9cd71bb4e7b6a67e71976a7c9eace8bd5/src/engine/client/text.cpp#L941 ``` Thread 1 "DDNet" received signal SIGINT, Interrupt. 0x00005555556d538c in CTextRender::TextEx (this=0x7ffff7fa9010, pCursor=0x7fffffffa960, pText=0x7fffffffae73 "999", Length=4) at /home/chiller/Desktop/git/ddnet/src/engine/client/text.cpp:9...
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[quakenet] ChillerDragon BOT 2020-11-17 19:02:23Z
hm sounds like a good idea
19:02
i was scared they publish my data in some forest or send me a seed to my home
19:03
a random address sounds good but i wonder what they need it for
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Should I open an issue @deen ?
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did you open an issue already?
19:06
yes
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one moment
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please also include your findings (bisect)
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@Deleted User with default game skins?
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Today I've found out that some players of my DDNet code based mod (infNext) with new DDNet client versions doesn't see some custom entities in my game build up from particle traces. The latest released version that displays them correctly is 5.1.3. Bisecting on this repository I've found out that commit that changed the behavior was this one: https://github.com/ddnet/ddnet/commit/8d6148b20b2cde94d8e1fbe0a0dcd0bd81e86acc Looking in my code I've found that most custom entities that are...
19:27
41e7b07 Add cost for Argentina 2 - def-
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@Deleted User yes
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Nice catch @Deleted User, how did you even discover that behaviour for your mod? 😄
19:31
Seems someone else did actually, given you didn't spot the issue immediately
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Trick is used currently on all infClass servers too
19:31
so they're all affected too
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I wonder who came up with ti
19:32
s/ti/it/
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wdym? about WEAPON_HAMMER trace?
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yes, code was used in old infClass
19:32
and on infClass this trick is broken for 5.2 too
19:32
I will update the issue
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So I guess necropotame was the one who found it?
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@Deleted User can u debug that with ddnet somehow
19:36
@Deleted User in ur issue u say custom gameskins?
19:36
no, "custom entities"
19:36
that's the rather common term for new things build up from particles
19:36
so what is broken
19:36
entities or particles
19:36
traces for particles that are not drawn
19:36
so you mean particles are broken
19:36
for WEAPON_HAMMER for example
19:36
not entities
19:37
ok, traces are particles
19:37
send me your custom entities or what ever
19:37
void CInfCircle::Snap(int SnappingClient) { if (NetworkClipped(SnappingClient)) return; //const float MAGIC_NUMBER = NUM_SIDE / 3.125f; // a magic number for NUM_SIDE = 24, NUM_HINT = 24, when dots stay const float MAGIC_NUMBER = NUM_SIDE / 3.0f; float AngleStart = (2.0f * pi * Server()->Tick() / static_cast<float>(Server()->TickSpeed())) / (MAGIC_NUMBER / 8); float AngleStep = 2.0f * pi / NUM_SIDE; AngleStart = AngleStart * 2.0f; for (int i = 0; i < NUM_SIDE; i++) { vec2 PosStart = m_Pos + vec2(m_Radius * cos(AngleStart + AngleStep * i), m_Radius * sin(AngleStart + AngleStep * i)); CNetObj_Projectile * pObj = static_cast<CNetObj_Projectile*>(Server()->SnapNewItem(NETOBJTYPE_PROJECTILE, m_IDs[NUM_SIDE + i], sizeof(CNetObj_Projectile))); if (pObj) { pObj->m_X = (int)PosStart.x; pObj->m_Y = (int)PosStart.y; pObj->m_VelX = 0; pObj->m_VelY = 0; pObj->m_StartTick = Server()->Tick(); pObj->m_Type = WEAPON_NINJA; } } } (edited)
19:38
send me the PNG
19:38
It's in the issue
19:38
do you see it?
19:38
i don't get what you mean, if you just send net objects then its nothing custom
19:38
so are we speaking of default everything?
19:38
19:38
those are traces of a bullets
19:39
but without bullets
19:39
ok but they work fine for me
19:39
i join ddnet server
19:39
and press fire with pistol
19:39
with bullets they would look like this
19:39
19:40
but how is it related to rendering then?
19:40
then some netcode changed
19:40
So this technique uses WEAPON_HAMMER to hide actual projectile
19:40
ah
19:40
i see
19:40
but in 0.6, 0.7 and 5.1.3 traces are still drawn
19:40
weapon has no particles
19:40
that sounds right to me 😄
19:40
yes
19:41
it's logical in real world
19:41
but alas it's not in infClass/infCroya/infNext
19:41
can't you add a new netobj for that?
19:41
why would I?
19:41
bcs hammer has no projectiles
19:42
but it has in 0.6, 0.7 and 5.1.3, why change that?
19:42
it has traces
19:42
even if it doesn't have projectile image
19:43
I suppose you're not motivated to debug this and consider it extra minor.
19:43
I could help you to debug but I have zero expertise in client and render debugging and code.
19:44
i dont consider this a bug
19:44
😢
19:44
i'll look in the code first
19:46
I don't push you with that ofc. Take your time. I hope info I've gathered will help narrow the issue.
19:47
Thanks for your help
19:47
yeah xd
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tele available only on id what about name simple tele triki bro or tele bro triki status dynamic but i wanna bind for static
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bezier.h/cpp stay in game-shared, it's not right for me, because bezier.h/cpp are only used by client-side
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@pure-luck-999 can you test, if this is already enough?

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](ht...
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@Deleted User ^
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newer clients crash too much for me zz
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what happens
20:01
or do u mean ur intel driver?
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but did u see the warning?
20:02
it should default to opengl 2.0 then
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what warning
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when u at OpenGL 3.0 it should show a warning
20:03
at start
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i had opengl stuffs on ddnet 12.8 idk why it changed
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first time start
20:04
if u downgrade it resets some configs
20:05
@Deleted User I will test it
20:07
@Deleted User omfg, it solved it!
20:08
20:09
but shouldnt it show it without the gun projectiles?
20:09
or was that the issue xD
20:09
oh...
20:09
you're right
20:09
but poison clouds are drawn correctly for some reason
20:10
ah... I just didn't looked well
20:10
it's not
20:10
so it should only show the balls
20:10
but not the projectiles?
20:10
yes
20:10
xD
20:11
i'd really call this a bug in the old code
20:11
but ok
20:11
It's a feature for sure 😄
20:11
u have deen on ur side anyway
20:11
but I don't want to argue on terms with a person helping me 😄
20:12
please recreate that nasty bug
20:12
🙏
20:14
@Deleted User try again
20:15
BTW couldnt u just use shotgun?
20:15
pObj->m_Type = WEAPON_NINJA; pObj->m_Type = WEAPON_SHOTGUN;
20:16
it flickers a lot
20:16
ok nvm
20:16
but pls test the current code
20:16
its force pushed
20:16
do you know how to reset?
20:19
yes, I've just deleted branch and fetched it again
20:19
hard resetting didn't helped for some reason
20:19
u need to fetch first
20:19
but nvm
20:20
now it works
20:20
ok nice xd
20:20
for both effects
20:20
Thanks a lot 🙏
20:26
@louis did you try a beta driver btw?, or did u crash also on the new driver?
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idk ill test them after school
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zooz looks bad in 15.2.2 with default entities
20:57
ok maybe thats too much
20:58
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@plsplsplslol what does gfx_opengl_major say?
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3
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mhh strange
21:00
my zoom looks muhc better
21:00
21:01
changed smth in ur driver settings or anything like that? 😄
21:01
looks like your GPU isnt creating "enough" mipmaps
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oh opengl 3.3 fixed it
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ok, strange tho 😄
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graphics are like a black box
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``` Thread 3 "DDNet" received signal SIGSEGV, Segmentation fault. [Switching to Thread 0x7fffeec21640 (LWP 360916)] CUpdaterFetchTask::OnProgress (this=0x5555578ccc90) at src/engine/client/updater.cpp:54 54 lock_wait(m_pUpdater->m_Lock); (gdb) bt #0 CUpdaterFetchTask::OnProgress() (this=0x5555578ccc90) at src/engine/client/updater.cpp:54 #1 0x0000555555723cfa in CRequest::ProgressCallback(void*, double, double, double, double) (pUser=0x5555578ccc90, DlTotal=0, DlCurr=2112, UlTo...
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ban reasons in other languages (ie arabic) do not show up correctly, is it fixable?
23:16
@Deleted User @TsFreddie may know
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that needs harfbuzz and the unicode bidirectional algorithm probs
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if u mean me
23:22
aPES4_Steering
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no its not the same issue that affects right-to-left text in tw chat
23:22
its like
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what is it
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one of my mods tried to ban someone with arabic reason
23:22
and it showed up as nonsense ascii characters
23:22
for the person who was banned
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hm idk
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ill get the screeny 1sec xd
23:27
@Ryozuki
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why are you chicken soup
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latest version right
23:27
macos nobo
23:28
no thats old client, good point xd
23:28
they use version 9
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do u think it would work with newest
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try it
23:28
9 is sdl1
23:28
its rly old
23:28
i think
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@Ryozuki i tried with verison 10
23:30
23:30
sdl2 but still no work
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try with 15
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why would u try with version 10
23:30
omg
23:30
its sdl2
23:30
and i dont have 15 on this comp
23:30
ig ill download
23:32
nope
23:32
@Ryozuki
23:32
same thing xd
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real reason = للتجربة
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the server can understand the ban reason because it shows up correctly on the discord bot
23:41
but i guess the client doesnt display it correctly? or its not sent correctly by the server
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