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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 2020-12-22 00:00:00Z and 2020-12-23 00:00:00Z
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if I output a list of (texture, texture coords, screen coords), then that could theoretically be rendered by a graphics card, right?
09:59
@Learath2 ^ (thinking about letting render_map use the graphics card)
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@heinrich5991 render to a framebuffer
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@heinrich5991 could you help adding support for F-Client to ddnet server?
10:02
I dont know how to translate extended msgs in the ddnet code
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if seen.contains(&(deck1, deck2)) { ... } seen is of type HashSet<(VecDeque<i32>,VecDeque<i32>) Why does this move deck1 and deck2? Any way around this? (edited)
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any way around this:
10:05
let decks = (deck1, deck2); if seen.contains(&decks) { 
 }
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this transfers ownership to decks?
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yes, you can get it back out
10:05
decks.0, decks.1 or let (deck1, deck2) = decks;
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Silly :D
10:06
Thanks, you've been a huge help in my rust journey @heinrich5991
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you could manage it in the tuple the whole time, then you won't have to do that juggling
10:06
you're welcome 🙂
10:07
@timakro soon u will know more than me
10:07
pepe_straight
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@fokkonaut wdym by translate?
10:08
(I'm not well-versed in 0.7 compatibility code btw)
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Mh, well, 0.7 for example uses an extended netmsg for team state, so i have to translate the msgid to the 0.7 msgid in RepackMsg()
10:09
I think
10:09
Thats how I do it in my mod at least but I cant find RepackMsg
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yes, sounds good
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its generated or so?
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idk ^^
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I haven't worked with that code yet
10:10
I think Learath2 and timakro worked with it, but I don't know if they want to answer questions about it
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I don't think I remember
10:11
wdym by adding support for F-Client to ddnet server? @fokkonaut
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@timakro Learath did a lot things different than in your initial build
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Yep I read some of his code
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Doubt you could help, but anyways; I am trying to send and receive extended net msgs to and from my 0.7 client
10:12
For example, in ddnet sv_teamstate is a normal net msg
10:13
and in 0.7 i made it a netmsgEx, so now I have to translate it between the versions
10:13
That should happen in CServer::RepackMsg
10:13
But I cant find it, and if its generated it will be a problem I think
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Ah, I was just confused, sounded like you were working on the ddnet server code
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I am
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Oh then you want extended net msgs for 0.7
10:15
And the server doesn't even send them to your client?
10:15
Because it's 0.7
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I just need to add the if (msgid == 30) msgid = Netmsg_sv_teamstate (but the extended one, to be sent to 0.7 clients)
10:16
msgid 30 is the normal sv_teamstate in ddnet
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well does it break for vanilla tho.
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i think learath did a fix for vanilla 0.7 clients, not sure
10:18
Ah no
10:18
Someone else did
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@fokkonaut I think you need to fix the RepackMsg function in server.cpp to also work correctly with extended net messages
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I would use @ddnet7, would that be correct?
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wdym, do you want to introduce new messages?
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ah, I thought you had an existing one
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Doesnt work without it
10:20
Yes, I do, but I am doing a new update for fclient so i will reset it
10:20
bcs i fucked up naming before
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ah
10:20
ideally you'd use a domain that you contrl
10:20
if you don't have any, you could maybe use @fokkonaut.github.io
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i just thought why not using ddnet7 or so because that would be more general
10:20
And can be used by other clients
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yours can also be used by other clients
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but I guess if you add it to the ddnet source code, it's also fine to use 7.ddnet.tw or something
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or just ddnet.tw
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okay, one last question
10:21
xd
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(look into the messages, the first ones I added were @heinrich5991.de ^^) (edited)
10:22
and they're still supported by everyone supporting the protocol
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I am adding a cl_explayerflags, because that is sent by my client, it only contains whether my Aimline is on or not right now, but for the future it might get more, so does it need a 7.ddnet.tw or just ddnet.tw?
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just use fokkonaut.github.io there I guess
10:23
I don't think ddnet will switch to use playerflags via a different message
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for teamstate I can see that ddnet will switch to it, eventually
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Isn't that already covered by the ddnet protocol? I think there was a feature to display other players aimlines
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Don't sort the whole server browser everytime an entry is added, instead only sort it once per Update call. I hope this will help a bit with wrong Ping display, bcs of the br_max_request thing. However, it won't fix it completly, since new request will still alter its correctness for testing: br_max_request 500 makes the effect more visible, then its highty noticable

Checklist

  • [ ] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in ...
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@timakro thats not what I need xD my client is 0.7 and in 0.7 the playerflags are clamped, so an unknown playerflag will invalidate the packet
10:25
its not possible to add the aim flag there
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Sorry, I'm a bit out of touch with the network code, now I finally got what you want. Thought the whole time you wanted to support extended net msgs with your 0.7 client
10:27
Wait or do you, ok just forget it xD
10:27
I'm confused
10:28
I am working on ddnet server to support fclient a bit more
10:28
fclient already has ex netmsgs etc
10:28
But communicates only with my server basically
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nouis it's more confusing now
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fb74bcb Don't sort on entry adding - Jupeyy ca03030 Merge #3435 - bors[bot]
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btw what is stopping vanilla from getting ex messages. did someone veto it already.
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no, I guess it could be done
10:56
I can see them vetoing a compatible implementation though
10:57
e.g. because it contains strings like @heinrich5991.de
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i see
10:58
is your one acts like a identifier currently?
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there are a couple of messages that I expect everyone implementing the protocol to implement
10:59
ah no, they're even @ddnet.tw
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sixup currently doesn't have anything extended right?
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what-is@ddnet.tw, it-is@ddnet.tw and i-dont-know@ddnet.tw
10:59
correct
10:59
AFIAK
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if we do it in vanilla i would imagine all extension would be teeworlds.com since they don't have anything else. and ddnet can maybe some how do the same with sixup, since it currently doesn't have any
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that's exactly what I fear
11:01
protocol incompatibility just because there are a couple of strings mentioning ddnet
11:01
which demotivated me to not do a PR against teeworlds
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[quakenet] ChillerDragon BOT 2020-12-22 11:02:17Z
why not rename it to teeworlds then?
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because it's an existing network protocol
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doesn't sixup need seperate extensions from ddnet's
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no, not necessarily
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[quakenet] ChillerDragon BOT 2020-12-22 11:02:42Z
if we update to 0.7 we might as well break other protocols
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i see
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it'll just create complexity for vanilla's pride's sake
11:03
not good 😊
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567f0aa Notify about vote when authed - def- 6586ab2 Play highlight sound on vote too when authed - def- 4d3d9d7 Only assign aOldName when we need it - def- 57b1311 Fix localization of version/game type/ping in server details - def- 8a15bc1 Merge #3417 #3419 #3432 - bors[bot]
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tee_thinking but if fok gets sixup extensions now, then vanilla someday decided to do something similar it will just create more complex stuff i think (edited)
11:05
and the way the race protocol works in vanilla is kinda dirty.
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how does it work?
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they just appended it and expect them to be moved to proper offset in 0.8 i think?
11:06
i don't know if offset is the right term.
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yea, I understand
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vanilla also need a way to somewhat freely extend their own protocol within major version (like the player name change thing and spectating cursor thing which oy said could be done in 0.7).
11:08
and i think a map vote issue oy said might be good for 0.7 as well
11:09
ex messages kinda does that. we just need a cleaner identifier (maybe)
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for a single entity updating the protocol, simply adding one each time they add a message suffices
11:09
but I guess it'd also be nicer if vnailla had an easy way for mods to add messages
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right
11:10
i think i'm still thinking about mods.
11:10
vanilla can just add stuff if no mods are using those "offsets"
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ye
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@heinrich5991 fixed cmakelist
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tough choice
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@fokkonaut I still see a cross
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its the clang style
11:12
idk about it
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can't be merged before it's not fixed
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not dilated xD lol
11:12
wtf
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[quakenet] deen BOT 2020-12-22 11:12:58Z
you can run clang-format -i $file
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Maps shouldn't require a config interpreter to get gameplay settings. The config should be evaluated by the editor so it doesn't depend on never changing the console syntax. This would also make changes like https://github.com/ddnet/ddnet/commit/5ec702ad2fd06f2e6816192ce04f485d4cf0c80a forward and backward compatible. That would also fix the issue #3397 tried to fix.
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@deen i think i got it now
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80e3b0e Add Tournament 53 results - def-
11:23
ea70c34 Keep veto right after joining dummy with lower ID (fixes #3404) - def- e708f3a Merge #3405 - bors[bot]
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it is possible that f-client gets enough 0.7 extensions to the point that ddnet client could just talk 0.7 protocols but still keeping most of the codes.
11:23
😆
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ye
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brilliant kek
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@TsFreddie mind if I close https://github.com/ddnet/ddnet/pull/3262 ?
Display player&#39;s cursor when spectating and in demo. Checklist Tested the change ingame Provided screenshots if it is a visual change Tested in combination with possibly related configu...
11:25
doesn't look like it's getting updated soon
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sure.
11:27
i'll wait a bit and see how vanilla deal with this. 👀
11:28

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...
11:31
e805e42 Alternative alternative fix for malloc of size 0 - heinrich5991 bd1c133 Work around clang-analyzer-unix.Malloc false positive - heinrich5991 e9b174a Merge #3389 - bors[bot]
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d4c4031 Add F-DDrace entities - fokkonaut 0b2eda2 Merge #3434 - bors[bot]
11:49
2544c75 Add w as default bind for dummy hammer - def- 1ed74af Update .clang-tidy file to 11 - def- 93a0dc3 Add more commonly used binds - def- 440337e Merge #3384 #3437 - bors[bot]
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Add w as default bind for dummy hammer - def- oof
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i think its good
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I jump on w 😄
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The message is wrong, it's on h
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wait isn't w the default jump
11:58
oh
11:58
ghosty
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TsFreddie
wait isn't w the default jump
space is default jump
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i think both were default in ddnet at least
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anyway, those defaults would never overwrite your existing settings
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oh, so this commit is just regular auto-hammerfly
12:03
I thought that's actual built in deepfly 😄
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that one too
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ah nice! Did you figure out whats causing the random weapon switch while deepflying or is this still unfixed
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i never seen random weapon switch
12:10
i always think it was only on the first shot
12:10
you'd have to manually switch to hammer again to fix it (even if you're already having the hammer out)
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seems only on first shot
12:11
probably you had pistol out and after that it just looks like panic
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I never panic
12:12
let me upload another example
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The original deepfly bind is such a hack I'm not quite sure where to even look to find what went wrong
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Learath2
The original deepfly bind is such a hack I'm not quite sure where to even look to find what went wrong
#3258
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In the clip i quickly scrolled+switched to main tee, This makes the deepfly bind (bind mouse1 &quot;+fire; +toggle cl_dummy_hammer 1 0&quot;) unusable. I see no harm in making the scroll wh...
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unsure if thats true, idk
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@Ryozuki Currently we make merge requests and let someone else merge it, but I am open to suggestion to...
12:44
Zwelf ^
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@heinrich5991 I think you wanted to ping trml instead of me https://github.com/ddnet/ddnet/pull/3368#issuecomment-749493030
Some entities like pickups are always sent to the client, and the client will currently try to render them even if they are off screen. I&#39;m not sure if using hardcoded values for the maximu...
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@timakro good call, ty
16:58
oh noes, the man who made it impossible to game on linux died
16:58
im so sad
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@Ryozuki Don't be an ass, especially about someone having died
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directx isnt even the problem
17:07
its more about drm that makes game not run on linux nowadays
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is the antiping source on github?
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DDraceNetwork, a cooperative racing mod of Teeworlds - ddnet/ddnet
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is this: 194.67.208.6:8203 a real ddnet server, cuz it's shit af
17:55
since when u can teleport to players
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@Deleted User yes, official. Teleport how?
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there's a telegun at the end of the race lol
17:59
wth is this shit
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haha, intentional addition or just an old tile that got a new meaning?
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idk, pepe map is not like that by default, and seeing people teleporting everywhere is kinda annoying, idk how rus can play like that, prob cuz there's not much servers for them
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@deen ty
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@Pepe fck, u there
18:02
*run*
18:02
well I hope ddnet will remove that, it's not pepe anymore
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@Deleted User yeah, tele gun might be a bad idea, @Skrill also noticed that you can do weird stuff with it
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murpi
ah nice! Did you figure out whats causing the random weapon switch while deepflying or is this still unfixed
its because of cl_dummy_restore_weapon
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Probs we forgot it when we swapped from two configs to one

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]...
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This confirms heinrich5991 always saying we have too many options 😄
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the biggest issue is that most stuff is coded to work, not designed to work xd
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f21687a remove unused chains - Jupeyy e6cf5bc Merge #3438 - bors[bot]
19:12
any dev there is blocker
19:17
19:17
here is it
19:17
cunt is blocker
19:17
and raven is my mate
19:17
he dont give him
19:17
and blocked much people
19:19
@snail @Akari
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-/team
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u like boomer but ıdk what boomer meanin
19:23
but u like boomer
19:23
its exatly true
19:23
c
19:28
@Swarfey racoon is better than you mate
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im a raccoon
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no u are looser of loosers test with finishing it 2nd
19:30
is it good mate
19:30
its not
19:30
then dont be weird like tEaM bRo!
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if you want help report it in #reports not here
19:31
this is for development not for moderation (edited)
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oke racoon is right
19:32
you won
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raccoon is always right
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can anyone get me setup with compiling teeworlds 0.6 using vscode? (edited)
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vscode isn't a compiler
20:32
you need to pick a compiler first
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[quakenet] ChillerDragon BOT 2020-12-22 21:05:09Z
xxd grep bamboozeld me when searching for the string --version xd https://zillyhuhn.com/cs/.1608670923.png
21:05
thanks to deen the hackerman i know that -- solves it :D
21:06
i spend so much time in the shell and still am not seeing how useless quotes sometimes are xd
Exported 261 message(s)