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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 2020-12-29 00:00:00Z and 2020-12-30 00:00:00Z
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@deen i think the cl_showdistance is almost twice as wide and high as the fov
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for envelop animation on vanilla, we just fmod the time with envelop loop length to avoid large float/int conversion and division instead of changing precisions.
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i just removed roundstarttime accidentially
01:59
floats stay inconsistent, even if u only use small floats
02:05
much more horrible is that i found a GL 3.3 bug while debugging this issue xd even tho its just a "renders too few things" bug, not critical 😄
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fixes #3454 @bretonium would you be so kind and test this quickly, if everything looks fine again? :D

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 c...
02:43
but it did work for synced animation with high tick numbers for vanilla.
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OGL 3.3 only

Checklist

  • [x] 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-address...
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@TsFreddie working != working accuratly 😄
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thonk sure
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also synced animations are more accurate anyway
02:45
bcs they recalculate the time every time
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I thought the problem is they lag due to lack of precisions
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yes, im not sure if ctf2 has synced envs, but i fixed it on ctf2 #3002
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fixes what is described in #2997 Old client animation when server time is huge: vid_old.zip client animation when server time is huge: vid_new.zip @Fireball-Teeworlds maybe u can try, if that fixes...
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there is a video xd
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ctf2 has synced snow for some reason
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appearently not on 0.6?
02:47
just opened it in editor to look
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Maybe it's a 0.7 thing
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anyway
02:47
if u want to check my impl against 0.7 u need to simulate adding floats every time
02:48
e.g. adding a constant time that happens per frame to the float
02:48
and if they not the same after lets say 1h
02:48
then the floating point inaccuracy kicked in
02:48
my guess is, that 0.7 is around 100ms off after 1h 😄
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Nvm it was dm3
02:50
I means if all clients are 100ms off then it is still synced 🙃
02:51
it depends on the frame times probs
02:52
adding a float 1000 times instead of 60 times should make a relativly huge difference
02:52
depending on what u call huge xd
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Oh you mean client animation?
02:54
Synced animations are always calculated iirc
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yes
02:54
i mean non synced
02:54
thats why linked the issue
02:54
what
02:54
wait
02:55
no
02:55
we talked about the 1h thing
02:55
😄
02:55
im confused now too xD
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yeah non sycned for 1h
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so yeah ctf2 snow should be synced i guess
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Well if anyone want a playtime clock on the map I guess making it accurate is good.
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true, it obviously doesnt matter too much
02:57
tw used this shitty implementation for like 10 years and nobody really cared
02:57
but i love accuracy
02:58
and so or so, CPUs dont even give accurate timers anyway 😄
02:58
accurate in a matter of ACCURATE
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One sec is localtime() busted
02:59
Oh 0.7 changed non synced animation completely I guess
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well u will know better
03:02
i dont look into the code regulary
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Non synced animation is just s_Time = Client()->LocalTime() on vanilla for some reason.
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ddnet is as accurate as 0.0000000000000001 compared to what current pysics can currently meassure
03:03
so pretty bad xd
03:03
oh and *100 if we dont choose 1 as 100% (edited)
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So you can't make a clock with non synced envelope at all on vanilla. Huh
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isnt localtime just increasing value?
03:05
its a function i'd prefer to remove from ddnet, bcs of the reasons of inaccuracy
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I see
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anyway, its just me over dramatize
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Well localtime is time_get() - starttime
03:10
Just checked
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saved as float?
03:11
or as int?
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It's a int64 arithmetic divided by time_freq.
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it only matters what it is stored in
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float
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but u said s_Time = Client()->LocalTime()
03:12
so its fine anyway
03:12
the 0.6 code did not do that
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thonk I wonder why they changed it
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bcs its more accurate
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And probably less code to worry about
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s_Time += pThis->LocalTime() - s_LastLocalTime; s_LastLocalTime = pThis->LocalTime();
03:13
that was the old ddnet version
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I would imagine they care about simplicity more
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i c
03:13
tho it also makes it pretty accurate, since its calculated every time freshly
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But it does make sense. Why do you need to keep track of a non synced timer anyway
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so that makes my claim wrong btw
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So they just made non synced envelope purely for animation and nothing else then.
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my poor internet
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5bcf1d4 Add DB server sponsoring by KOMПOT - def-
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@fokkonaut that's ok, people can just come flying in quickly and you still want to see them immediately
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54d937d Fix quad shader - Jupeyy 1211fcd Merge #3456 - bors[bot]
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can i disable timeout protection on my own server and just disconnect/destroy timed-out player
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conn_timeout_protection 0
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thanks :)
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Where is CNetObj_PlayerInput defined? Is there a macros that adds "PlayerInput" at the end or smth.? (edited)
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datasrc/network.py, look for PlayerInput
10:28
You generally don't want to change the existing objects though, you can add your own NetObjectEx
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ah thx
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@Deleted User How risky are your bug fixes, should I ship them in next quick fix release without RC?
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30d089b Readd round start tick to the calculation - Jupeyy 262439b Merge #3455 - bors[bot]
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d688e84 update waiting maps timestamp properly and bump waiting duration to 60 days - 12pm
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@deen yes add them
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59f1c2c Add New Year season theme by mind and use for 2 days - def- 5056563 Merge #3451 - bors[bot]
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@deen @Learath2 the performance sucks bcs fully transparent quads are drawn too
13:21
We could just skip them
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sounds like too much work
13:27
at least for this release
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93c1f37 Fix quad shader - Jupeyy e4def98 Readd round start tick to the calculation - Jupeyy d035825 Add New Year season theme by mind and use for 2 days - def- cbc45f7 Version 15.2.5 - def-
13:30
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@deen its 2 lines for non gl 3.3 and 4 lines for gl 3.3 😄
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@def- i mean u could test the fps diff, its quite huge and if u really only have 50fps, others will only have 30fps xd

Checklist

  • [x] 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
  • [...
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464d310 Don't render fully transparent quads - Jupeyy
13:40
464d310 Don't render fully transparent quads - Jupeyy
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@deen
13:42
i force pushed, can u get teh current commit instead?
13:42
for GL 3.3 its not that easy, bcs of the shader difference
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I think I got the correct one
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atleast in these github things it doesnt look like it
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which things?
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these popups
13:44
when clicking them
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Ah, github wasn't updating your change for me
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alright 😄
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Wait, so with OpenGL3 there will be no improvement? :/
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yes, i dont want to risk too much coding rn
13:46
but with default settings its optimized
13:46
and most ppl probs play on default anyway
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11c8300 Don't render fully transparent quads - Jupeyy
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i'll patch it for gl 3.3 later, but it requires the correct quad offset 😄
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What was wrong with the change you made previously?
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i mean i can patch it, if u want
13:48
takes me maybe 10 minutes, and maybe some testing quickly
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then let's wait with the release I guess
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cancel bors then?=
13:51
or new pr?
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273k lines of code POGGIES
13:54
Industry average experience is about 1-25 errors per 1000 lines of code for delivered software.
13:54
according to this ddnet has from 273 to 6835 bugs
13:54
monkalaugh
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@Ryozuki you should exclude the external dependencies probably
13:59
from 142 to 3568
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That number of bugs estimation is pretty useless 😄
14:13
do i have to try to keep the CID consistent to a character to stop them from jumping around?
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3695469 Don't render fully transparent quads - Jupeyy
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btw i'm manually snapping characters and players based on some fake dummy data. if it wasn't clear😆
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@TsFreddie yes changing cids create these issues. The 64p patch has an algorithm to keep the cids stable-ish when mapping to vanilla
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i'm not using that since i'm allowing people join without seeing each other, so i just hack their cid to be always 0, and 1 through 63 will be the dummies
14:22
i'll try something else then
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288a18f Don't render fully transparent quads - Jupeyy 1c750a7 Merge #3457 - bors[bot]
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This is the first time in years that i'm making a server mod, where i can just mess up the code so bad and still don't need to worry about it.
14:25
feels good kek
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[quakenet] ChillerDragon BOT 2020-12-29 14:59:09Z
messing up a mod is fun until you start to like the mod and put too much effort into it to rewrite xd
14:59
totally not talking out of expirience here
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Particle's achsis aligned bounding box can increase in size if the particle is rotating. Even if the particle images are all "pretty" round and so it wouldn't matter for default particles, its not correct and with a custom image it could break. following #3441 Basically this: !image

Checklist

  • [ ] Tested the change ingame
  • [ ] Provided screenshots if it is a visual chan...
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bce1f45 Respect possible particle size increase, of worst case rotation - Jupeyy b153164 Merge #3458 - bors[bot]
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f1358b5 Same default map as in autoexec_server.cfg - def- ff2d2f6 Fix x of y servers - def- 871fd94 Merge #3448 #3449 - bors[bot]
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968ea64 Update stats/server: Remove RUS2, AUS - def-
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suggestion: add mod's name after map's name in .demo ctf5_xxxxxxxxxxxx_zCatch_xxxxxxxxx.demo (edited)
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[quakenet] ChillerDragon BOT 2020-12-29 19:30:45Z
Multimap_xxx_CTF_xxx.demo
19:31
actually neat idea but im not sure if it just makes demo names longer without any additional information @gerdoe do u have a usecase?
19:32
in the demo browser u can see the gametype in the metadata anyways
19:32
might help identifiying vanilla vs zCatch demos faster
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i don't see any metadata with gametype in ddnet client rn
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[quakenet] ChillerDragon BOT 2020-12-29 19:42:38Z
oh wait im stoopid no nvm its not there xd
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stoopedragon
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[quakenet] ChillerDragon BOT 2020-12-29 19:49:24Z
:c
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16e6ed8 Unify + typos - gerdoe-jr 9942507 Merge #3460 - bors[bot]
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look this gem i found in hackernews
20:13
Experts suggest officials saved time by copying and pasting text from old legislation.
20:13
References to decades-old computer software are included in the new Brexit agreement, including a description of Netscape Communicator and Mozilla Mail as being "modern" services.
20:13
Experts believe officials must have copied and pasted chunks of text from old legislation into the document.
>
The references are on page 921 of the trade deal, in a section on encryption technology.
20:13
hilarious
20:15
20:15
xd
20:16
1024 bit keys
20:16
in 2020
20:16
monkalaugh
20:18
they will sign this, thats the worst
20:18
The UK government has not yet responded to the BBC's request for comment.
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apparently, tender was won by a self-taught crypto-boy
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oh, that's he, actually
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Your IP is: 127.0.0.1 . Hacked haha
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hell yeah it is
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"no, it's 192.168.1.1"
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[freenode] Zwelf BOT 2020-12-29 23:02:32Z
@Ryozuki Currently we make merge requests and let someone else merge it, but I am open to suggestion to...
Exported 204 message(s)