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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 โ€” IRC: #ddnet on Quakenet | Matrix: #ddnet-developer:matrix.org GitHub: https://github.com/ddnet
Between 2020-11-23 00:00:00Z and 2020-11-24 00:00:00Z
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@pure-luck-999 can you test, if this is already enough? fixes #3323 Checklist Tested the change ingame Provided screenshots if it is a visual change Tested in combination with possibly related ...
09:46
Because these "ball effects" are also possible by just snapping a projectile with m_Type = WEAPON_HAMMER
09:47
and in the current ddnet version i am not able to see those white balls anymore
09:47
with 15.1.3 i can see them.
09:47
@heinrich5991
09:48
I am using these balls in my mod, and now they are not visible anymore.
09:48
Without this pr, or with 0.7 clients, or any other client it works, so dunno, @Deleted User ?
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are you sure the problem is not in the earlier commit that pure-luck openend an issue about?
10:04
(that is linked in the PR?)
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mh, i dont know tbh
10:04
i just noticed that after 15.1.3 they dont show up with type hammer
10:05
that shouldnt be hard to find, do you have ideas what happened?
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@fokkonaut we released a new version with that pr inside
10:21
and pure luck said it worked again, so dunno
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ok, will checl
10:25
check*
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Example use case bind Escape say bye bind Escape +scoreboard
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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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@deen are you sure the result of the benchmark is calculated correctly? The frametimes in the log are correct, but the test suite shows different results
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Do you have an example?
12:44
ingame it showed around 1400fps, and the log also shows frametimes that say this
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If the frametimes we print are correct, then pts does the calculation wrong?
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well probably ๐Ÿ˜„
12:47
i dunno who, or when it gets calculated ๐Ÿ˜„
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The Phoronix Test Suite open-source, cross-platform automated testing/benchmarking software. - phoronix-test-suite/phoronix-test-suite
12:48
if($frametime > 2000) seems weird
12:49
we use libframetime-output
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thats really weird
12:50
so it only took my laggs and the game start xD (edited)
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I want to create a crossplatform UI that can be shared as as single executable
13:18
preferably <30MB or so
13:18
also in python, if that's remotely possible
13:22
I tried: hello world pyqt5 program bundled with pyinstaller, about 70MB in size
13:23
currently installing wxwidgets to see if it is any bit smaller in size
13:25
it seems that the pyqt thing include libicudata twice(!)
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@heinrich5991 i used tkinter last time I did that with Python, should fix the 30 MB, but looks bad.
13:51
gtk should be a bit smaller than qt too
13:52
maybe just use a local webserver and open a link to it in the user's browser? That works on every platform and everything is a website nowadays anyway
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@heinrich5991 rust links most libs statically and u can use gtk-rs
14:01
A cross-platform GUI library for Rust, inspired by Elm - hecrj/iced
14:02
a gtk program i made in rust, it doesnt have much but u can see its size is rly small
14:02
poggers
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managed to shrink the pyqt5+pyinstaller to 20MB by stripping stuff
14:37
I guess the webserver thing is the way to goโ€ฆ
14:38
@Ryozuki can I see the program's source code somewhere?
14:42
oh, ddnet increased in size quite a lot
14:42
the win64 zip is 40M these days
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its the chinese font
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oh, 17MB of that is the font
14:44
yea
14:44
fine I guess
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Not home rn sry
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chinese bad
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vanilla just took in a 19MB font as well
14:49
font sux
14:49
just kill all asians
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English is more optimized than chinese, you can say more with less
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ไฝ tmๅœจ้€—ๆˆ‘
14:50
่ฟ™้•ฟๅบฆไฝ ่ƒฝๆฏ”๏ผŸ
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therefore chinese ppl are all artists xd
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24 characters is all u need
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@Ryozuki is that so? in less bytes?
14:50
ah, in fewer letters (edited)
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alphabet is overrated
14:51
speaking of bytes
14:52
16 bytes can only fit 4-5 chinese chars
14:52
๐Ÿ‘€
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so you want an extension?
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vanilla got one.
14:53
so maybe
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could also just go decoded utf8
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not really sure yet. but 16 glyphs would be nice
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and compress the network stuff
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you can also just have a protocol extension for only names and only send those when names changes
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or just give 0.6 a deadline
14:54
and drop the old protocol soon ๐Ÿ˜„
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0.8 would be a nice deadline. but that would take a few years
14:55
ppl really want 0.8 to be good enough for porting. but i doubt it
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well 0.8 will probs already contain different mapfiles etc.
14:55
if vanilla maintainer dont block it
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with the water stuff probabaly
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that too ๐Ÿ˜„
14:56
redix should just get greenlight
14:56
then vanilla can finally improve they stuff
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but i think we did talked about a built-in map converter in server
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they should break compability to themself xd
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redix isn't available for the rest of this year iirc
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thats what i say to myself every day
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thonk actually how do you think of the vanilla sux for mod mentality.
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@deen Take a look at your commit https://github.com/ddnet/ddnet/commit/a4f13ed4a85a4a2b2e901342a9f4341c779e883c#diff-472b2e75e6cbd3e80ec9ec50e60d8b0dc61c4b9aa81f67ae395cc5d375875a0eL557 The MAPITEMTYPE_ENVPOINTS item is part of the map format and holds the number of envelopes in the map. You changed this so it is only saved if there is at least one envelope. I think this might be a bad idea. The Python tml library can't read those maps anymore, there might be implications for other map related software. You could change this back or I could fix this in the tml lib.
and mark some false positives /media/ddnet/src/engine/client/backend_sdl.cpp:329:30: warning: Call to 'malloc' has an allocation size of 0 bytes [clang-analyzer-optin.portability.UnixAPI]
15:00
@Tezcan
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@TsFreddie yeah, why do they hate mods so much XD, they should use protected and virtual much more
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thonk interesting
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@timakro changing this back is fine, but we'd want to avoid a zero-sized malloc there
15:02
so allocate min(1, PointCount) instead
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Deleted User
@TsFreddie yeah, why do they hate mods so much XD, they should use protected and virtual much more
Yes
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@TsFreddie when first try implemented fng2 (on 0.6 vanilla), i indeed tried to not modify any files and overload as much as possible, but it was a mess ๐Ÿ˜„ (edited)
15:03
i ended up copying the same stuff(that was private:) all over again
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thonk i've made fng before
15:03
ye
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if it was just "protected:" it would have been much more easy ๐Ÿ˜„
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but that might be a different concern that i normally think about
15:04
maybe there're just way too many problems
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well i mostly care about the server impl as mod ofc ๐Ÿ˜„
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but i love how ppl just drop-in and expect client support for their server.
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even tho a nice client base would be cool too
15:05
well yeah, but you could arguee that this is a different game then, upto some point
15:06
ddnet for example is mostly simple stuff added, prediction and so on
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but if it would add real different weapons, i'd say it gets a new game ๐Ÿ˜„
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well vanilla's adding (water) weapon now. but probably still vanilla only.
15:06
i wonder how much stuff will be cut
15:07
(probably most)
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but i personally think thats good, but they should break every compability
15:07
vanilla always acts like it has to support ddnet
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huh?
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do they?
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didn't seem so for 0.7
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well 0.7 is soo similar
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ye. i didn't get that vibe as well
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i don't really see a huge difference
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that's just because nothing got changed in vanilla
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it's probably not a ddnet thing
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not because they tried to stay compatible with ddnet
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well ok, but for me that sounds similar ๐Ÿ˜„
15:09
but i saw on vanilla discord arguments like "it would break current maps"
15:09
that sounds like they want to stay downward compatible
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well they probably means all 0.6 maps or 0.7 maps so far
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yeah but if it comes hard on hard, write a external unrealted converter
15:09
no need to do this inside the code
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thonk i think hosters want map converter more. vanilla probably wouldn't do it if they never think about it.
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but what mod except race, even has sooo many maps
15:11
for fng i'd say, if they like 0.8 converting these 5maps isnt the big issue (edited)
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i think they just think about it regardless the userbase
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@Deleted User that's e.g. due to the tileset reordering in 0.7
15:11
which broke tons of community maps
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but now I'm pretty sure vanilla gives out different vibes to different ppl, which is cool
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yeah, but its not really an issue, embedd the vanilla images and finished
15:12
if the map is 200kb or 20kb doesnt matter
15:12
tell me which maps use 0.7 tilesets and which 0.6
15:12
then we can start embedding
15:12
unfortunately it's 50k maps
15:12
๐Ÿ˜‰
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and 49.999 of them are 0.6 xD
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A script could do that?
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if you find a good way to find out which maps expected 0.6 and which 0.7, yes
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I was thinking about doing some ML for it, but never got around to it
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ofc, automapper
15:14
if the mapper didnt force some broken stuff, the automapper should output smth similar
15:15
or better: define what looks right
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hey, I'm actually in favor of having such a script
15:15
if you can put something together, that'd be really nice
15:15
if not, you found the problem why they now care about backwards-compatibility
15:15
it's just such a PITA
15:15
to not have it
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but lets be honest
15:15
for 99% maps it will work
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give me the tool
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its just for the 1%, and they can be fixed manually
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I'm fine for 99%
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@Deleted User do it now!
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(and no, can't be fixed manually, you'd have to know where the tool goes wrong)
15:16
@TsFreddie well, 0.7 is out for years, this is still an unsolved problem
15:16
showing that backwards-compatibility would have been a good thing
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i disagree
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why?
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how is it good to have all maps working for ever
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how is it bad?
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thonk actually, didn't 0.7 had some map structure change?
15:17
or did that happen later than tileset changes
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well if you wouldnt have accepted 0.6 and 0.7 maps at one repo(e.g. bcs they arent even compatible) we could easily convert them
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@Deleted User can't have that, teeworlds doesn't save those to separate folders
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but 0.6 upto 2 weeks ago added crc and sha
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ddnet
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or just crc
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0.7 also added crc in the beginning
15:18
sha256 was a change AFAIR
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yeah but thats the 1% case again
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oh come on
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nobody used 0.7 before release ๐Ÿ˜„
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i can try making some rules for tileset checking.
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@Deleted User wasn't it actually after release?
15:19
also please stop making numbers up
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but i don't know the map structure like at all
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say "very few" instead
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but yeah i think you can detect always all broken maps by analyzing the tiles and define what should look correct to human eye
15:19
just like a automapper
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"can"
15:19
I haven't done it in years
15:19
please do it, I'll gladly accept the tool for the archive
15:20
as long as it just "can" be done
15:20
it's as good as if it's not possible
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as i said, it wont work for every case
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but it works for enough to be relevant
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then give me the thing that works good enough
15:20
I'd be happy with that
15:20
we're going in circles already
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why should i waste my time with that now xD
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like map with intentionally broken tiles
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ye, see?
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yes i see it
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so with backwards-compatibility this would never have been a problem
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thonk i have time
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if vanilla 0.8 has a different file format its detectable easier
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we wouldn't be here discussing it
15:21
I outlined a way to make it compatible in the teeworlds issue tracker
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if it would just break compability ;D
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edit: I have wastable time
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e.g. 0.7 could have just added a version of the exporter(editor)
15:22
all problems solved
15:22
but they used 0.6 file format instead
15:22
so a broken downward compability
๐Ÿ‘ 1
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ye, that would have worked
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tbh why they didn't thought of that when updating tilesets is beyond me
15:25
seems like such an obvious thing to do.
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ironically i'd say, bcs in the end 0.7 was rushed xD
15:25
even if it took liek 10 years
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microsoft buy us plz
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do you want DOS support or what? XD
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[quakenet] ChillerDragon BOT 2020-11-23 15:30:14Z
no we want microtransactions and dropped linux support and closed src
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and payed staffs
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minecraft doesn't have any of that
15:30
except paid staff ^^
15:30
ah, closed source
15:30
but it was closed source before that
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[quakenet] ChillerDragon BOT 2020-11-23 15:30:46Z
and microtransactions
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well minecraft does have microtransactions
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oh really?
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[quakenet] ChillerDragon BOT 2020-11-23 15:30:55Z
a shit ton
15:30
bedrockredition
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yes, the bedrock one
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I didn't know. I even played it recently?
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they have 2 minecrafts java and c++
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oh, you mean some fake minecraft that isn't the java edition? ^^
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[quakenet] ChillerDragon BOT 2020-11-23 15:31:21Z
u probably played the linux compatible version
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i think the skins and resource packs are payed
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[quakenet] ChillerDragon BOT 2020-11-23 15:31:32Z
i mean the official minecraft by microsoft
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but tbh the c++ version works much much better xD
15:31
just no good mod support
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[quakenet] ChillerDragon BOT 2020-11-23 15:31:46Z
i doubt it runs on linux
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ye, the bedrock version runs really well
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yes sadly
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and i'm actually glad they kept both version somewhat in sync
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[quakenet] ChillerDragon BOT 2020-11-23 15:32:06Z
also didnt ms drop linux supprot on skype
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in terms of features
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do they have crossplay?
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hm
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[quakenet] ChillerDragon BOT 2020-11-23 15:32:25Z
ms bad
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is anyone actually playing that version? ^^
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they have different redstones and weapon system
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[quakenet] ChillerDragon BOT 2020-11-23 15:32:37Z
yes chinese
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I don't think anyone I know plays it
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but at least the blocks are mostly there for both version
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[quakenet] ChillerDragon BOT 2020-11-23 15:32:47Z
europeans stay in java edition
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wdym chinese
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[quakenet] ChillerDragon BOT 2020-11-23 15:33:07Z
i thought bedrock is big in asia or something
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indeed alot of PS4 and XBox and tablet users use the mobile version, but i guess in the end most ppl are still more interested in modded minecraft ๐Ÿ˜„
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i'm offended
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Tw adding water guns? What happened about following the KISS principle like fanatics? aPES_WTFEyes
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[quakenet] ChillerDragon BOT 2020-11-23 15:33:23Z
vanilla minecraft is useless
15:33
vanilla minecraft cant handle more than 8 players online at the same time
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it gets boring fast, yes ๐Ÿ˜„
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[quakenet] ChillerDragon BOT 2020-11-23 15:33:40Z
also something ms introduced
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huh?
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[quakenet] ChillerDragon BOT 2020-11-23 15:33:49Z
not it just doesnt have basic performance
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minecraft always scaled badly
15:34
but I think with beefy servers you can go beyond 8 players
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Microsoft will force u to make ur mojang account a microsoft account
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[quakenet] ChillerDragon BOT 2020-11-23 15:34:21Z
server kills it self because it runs too slow on a 3.6ghz 8 core machine when 8 players play at the same time
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i think the C++ version of minecraft is using playfab which ms bought as well
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[quakenet] ChillerDragon BOT 2020-11-23 15:34:51Z
they made java version perform so bad to force people to buy windows and bedrock edition
15:35
Worst
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ah yeah, heard that too
15:35
annoying af xd
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Now just to be clear, migrating from Mojang to Microsoft accounts is mandatory. If you donโ€™t make the move, in several months you wonโ€™t be able to log in anymore โ€“ which means you wonโ€™t be able to play either. But no need to worry, because weโ€™ll give you detailed and clear instructions on how to do so. Youโ€™ll get the information you need through this site, an FAQ on our support page, videos on our YouTube channel, and even emails straight to your inbox.
15:35
I think ishould be able to sue them
15:36
I have the right to the product i bought
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[quakenet] ChillerDragon BOT 2020-11-23 15:36:26Z
wat i lose my mc accs if i dont convert huh didnt know
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[quakenet] ChillerDragon BOT 2020-11-23 15:36:36Z
wtf
15:36
can i get them back later?
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probably
15:36
you can't play until you converted though
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mojang account isn't really feature complete with basic authentication options
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Microsoft in a nutshell: extend embrace extinguish
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[quakenet] ChillerDragon BOT 2020-11-23 15:37:13Z
ye EEE classic
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but yeah they could've made it better instead of nuking it
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I don't think EEE applies. EEE is about standards IIRC
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[quakenet] ChillerDragon BOT 2020-11-23 15:37:41Z
so pls dont sell to ms
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to describe its strategy for entering product categories involving widely used standards, extending those standards with proprietary capabilities, and then using those differences in order to strongly disadvantage its competitors.
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[quakenet] ChillerDragon BOT 2020-11-23 15:38:02Z
we can get paid staff via donations instead :D
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thonk imagine closing donations
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well ms had the data before this move, but its annoying to always get intetgrated into some eco system
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Since a4f13ed4a85a4a2b2e901342a9f4341c779e883c doesn't work with tml

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 valgri...
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suggestiongreenthing making dummy Shared feelsamazingman to players able to move it more than a player๐Ÿ‘จโ€๐Ÿ’ป
f3 2
f4 8
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damt
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Good that you asked before implementing it ๐Ÿ˜„
๐Ÿ‘ 1
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really or you kiddingsaddo
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really. it's a waste to implement a feature that no one wants
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again a crash when someone joined a server ๐Ÿ˜„
22:55
i wonder if its related to the decompress issue
22:58
can i run an executable with automatic crash dump, without any huge perf loose? i have debug symbols on
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what do you mean by automatic crash dump? I get a core file if something crashes, 0 performance impact
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how do i enable that
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ok thx
23:00
hope i get something useful next crash
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The existing ones should be in /var/lib/systemd/coredump already
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yeah sadly empty ๐Ÿ˜„
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cleared after 3 days
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it happened 20minutes ago xd
Exported 320 message(s)