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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 β€” IRC: #ddnet on Quakenet | Matrix: #ddnet-developer:matrix.org GitHub: https://github.com/ddnet
Between 2021-03-16 00:00:00Z and 2021-03-17 00:00:00Z
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Deleted User
nice, finally i can see how good newer hardware compares to mine πŸ˜„
interesting results already, rtx 2080 ti beats my gpu by factor 2 there is also an AMD laptop benchmark: https://openbenchmarking.org/result/2102211-PTS-XONOTICD79 Opengl 3.3 is slightly slower than 3.0 there For me its the opposite: https://openbenchmarking.org/result/2103154-HA-JVEGA64RY23,2103152-HA-JVEGA64RY92 would love to see GTX 1080 TI(bcs my GPU was released as a competitor against that) and ofc i'd love too see the current top high end cards πŸ˜„
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@fokkonaut the values only changed to me after trying to do anything with dummy, like changing skin and other things
05:25
then entire config gets messed up
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thanks, will look into it
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@fokkonaut does the bug occur to you too?
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I'll be on my pc soon
06:41
I hope so
06:41
then I could fix it
06:41
And I can imagine it happening with dummy skin, I had a bug there before, fixed it, and if its broken after a big master update again that would make sense
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Souly
@fokkonaut does the bug occur to you too?
Thanks that you responded, it does.
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fokkonaut
Thanks that you responded, it does.
does it like randomize the skin or something?
07:21
when you are trying to change one skin part
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no, im trying to find the issue right now
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i remember that they added a skin randomizer recently to vanilla and maybe that could cause it
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Hm, cant find the issue that quickly
07:40
need to do something else first. will look into it later again..
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deen
@Deleted User btw, phoronix benchmark should support higher fps now: https://openbenchmarking.org/test/pts/ddnet-1.1.0
wow such low fps
09:12
i get 1500 on my rx580 lmfao
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Deleted User
i get 1500 on my rx580 lmfao
at that specific benchmark? its pretty GPU intensive
09:45
ah
09:46
why even becnhmark teeworlds tho...
09:46
like
09:46
who tf needs more than 240fps
09:46
cant play with 240 fps xD
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also its not so much about fps, but also about frame times, which make the game feel very smooth
09:47
I know
09:47
but like let me guess most of the people here dont have more than 144hz
09:47
yes, but if you dont play with gsync or freesync, then you should have more FPS than ur monitor can output
09:47
1600fps and 0.5ms frame times that is what I have
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Deleted User
yes, but if you dont play with gsync or freesync, then you should have more FPS than ur monitor can output
i mean sure but 1500 fps and 500 dont make a difference lmfao
09:48
i'd say > 1000 its pretty stable xd
09:48
i will cap my fps and see the difference
09:49
bet its not even noticable
09:49
also unless you play on a 2004 xp machine you will get more than 200fps
09:49
i notice < 1000 fps
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do u have a 144hz
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nah but I know how this works
09:49
i play on 60hz
09:50
also the sense of benchmarking is more, too compare hardware πŸ˜„ with entities and without health HUD, i get 10000fps
09:50
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Deleted User
also the sense of benchmarking is more, too compare hardware πŸ˜„ with entities and without health HUD, i get 10000fps
teeworlds isnt really the best game to compare hardware lol
09:50
depends
09:50
bruh
09:50
no
09:51
in the end usage is usage, just bcs u might not use specific pipeline features, doesnt mean it doesnt mean anything
09:51
my benchmark wouldnt be fricking teeworlds lmfao
09:52
many cpu benchmarks also just test a single thing
09:52
sure id do it for fun but for actual results nah
09:52
openbenchmark is a collection of different benchmarks
09:52
so it makes sense imo
09:52
sure ig, just not worth it if you wanna get actual results on how your pc performs
09:53
again, depends on what u do on ur cpu
09:53
its like u say ARM sucks, because x86 has stronger floating point calculations
09:53
but youtube doesnt care about floating point performance
09:53
dude
09:54
im just saying
09:54
benchmarking teeworlds for actual results
09:54
is not really efficient
09:54
id benchmark something else
09:54
and i say its part of a collection of benchmarks
09:54
which then makes sense
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Deleted User
sure id do it for fun but for actual results nah
and i said this
09:54
if u have a GPU that rules everything but sucks in teeworlds, it still shows there is smth wrong
09:55
does such gpu even exist lol
09:55
09:55
why does rtx 2080 super have so bad fps?=
09:55
it could be a bug in the driver, or smth similar
09:55
just the driver, its more than obvious id say
09:56
so it was useful it was tested
09:56
lmfao
09:57
i suppose so but still, there would be something way more convinient than checking/doing teeworlds benchmarks
09:57
well then think what u want
09:57
lol
09:57
its true
09:57
give me a mathematical proof and i believe u
09:58
what do you mean, what equation should I do xD
09:58
that teeworlds benchmark is not useful
09:58
proof that fact based
09:59
1. teeworld is so unpopular no one would even check that first 2. you could do any other opengl benchmark to check for drivers issues
09:59
I am not saying you should not do the benchmarks, you can, I couldn't care less
09:59
if you do it just to collect more info into a database and compare then that's on you
09:59
I am saying in reality it won't be really applicable universally
09:59
unless you want to check for specific issues with the game
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This PR adds the posibility to send variable length array of the same netmessages (well, the object the message represents) I added a PlayerTimeMessage and Sv_PlayerRanks as example, they can be removed before this pr is merged. I made this because this can solve problems like the m_pDescription0 to 12 limitation and also because I think this would be needed if we add a proper netmessage for querying player ranks for showing them in a proper UI. It uses std::vector, but we are in mod...
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i still disagree, i'm ok with you calling it more unefficient then doing other designed benchmarks, but in the end its just an addition, it doesnt need to be used, but it can
10:01
Then you agree with me that is exactly what I said
10:01
it's just an addition you can do it
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Deleted User
I am not saying you should not do the benchmarks, you can, I couldn't care less
.
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Deleted User
if you do it just to collect more info into a database and compare then that's on you
.
10:01
that
10:02
It's cool, as I said it just won't be as good as other more popular efficient becnhmarks just like you said
10:02
just as you could not use other benchmarks πŸ˜‰
10:02
hm?
10:02
as i said, it depends on what u want to know
10:03
and I said that too
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Deleted User
unless you want to check for specific issues with the game
.
10:03
like this
10:03
then the benchmark is useful
10:03
its nice that u said that, i said that from the beginning, when you said it is not useful
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this convo feels worthelss
10:03
less
10:04
monkalaugh
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no conversation is worthless, it might be pointless but not worthless
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well yea
10:04
pointless then
10:04
but isnt something pointless also worthless?
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no lol
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worthless adj (without value)
10:05
pointless adj (without use, goal)
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working 100 hours for a dollar is pointless but not worthless
10:05
because the dollar is worth something
10:05
your dignity and 100 hours ;D
10:06
@Learath2 are u here
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Deleted User
its nice that u said that, i said that from the beginning, when you said it is not useful
can you quote it? I mightve missed it
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Ryozuki
@Learath2 are u here
Yes
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Deleted User
teeworlds isnt really the best game to compare hardware lol
read from here
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@Learath2 i insert the size of the vector beforehand
10:07
and when unpacking i get it first
10:07
is it wrong?
10:07
or what do u mean
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Deleted User
read from here
I said no as in it is a useless benchmark outside of super specific areas, as a general benchmark it is useless
10:08
"useless"
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Deleted User
I said no as in it is a useless benchmark outside of super specific areas, as a general benchmark it is useless
dont lie, i said "depends" u said "bruh no"
10:08
I am not lying
10:08
also getting a bit passively agressive, bud?
10:08
this discussion is over, i stay to facts.
10:08
xD
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Ryozuki
@Learath2 i insert the size of the vector beforehand
There is a max packet size, beyond that you need to chop it up
10:09
well i dont check that
10:09
hmm
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Calm down man, no need to get pissed just because someone is saying something else different from your own opinion
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So for a proper VLA your pr looks too simple :D
10:09
i mean
10:09
its fine as long as it stays within the max packet size right
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and we both share the same facts -- you got what I said wrong
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@Learath2 how could i check that?
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Um, the packer has a size method
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i mean maybe chopping is easy but what about the remaining data xd
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Chopping is not trivial
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well if the object within has variables with non defined sizes yeah i guess
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Even with defined sizes it's not that easy
10:12
You need to modify the client to hold back incomplete chunks
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Or you can maybe do template magic to generate a _MORE packet
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@Learath2 are cnetmsgs put together in one big buffer or are they sent one by one
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They are put together
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What we call messages are in CNetChunks which we pack together to get a CNetPacket
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If your chunk is larger than how large a packet can be - the header overhead, it'll never fit in a packet
10:16
Dunno what happens then :P
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i mean, we can make it so that a single netobjects never goes beyond x packet size
10:17
and then if it cant fit in the current packet
10:17
put it at the start
10:17
of the next
10:17
ez
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Yes, but then how useful is this feature
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yeah not as useful
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Anyway, I'm not sure. I'll let other people comment on it too
10:18
I wanted to do something like this too to get rid of the chunking logic we have sprinkled around the code
10:19
Like votes, rcon commands, chat commands
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But I never figured out how to chunk it in a pretty way :P
10:24
@heinrich5991 sometimes gets good ideas for this protocol stuff
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@Deleted User any idea about this? https://steamcommunity.com/app/412220/discussions/0/4366772972649191150/?tscn=1615868366 game freezes totally, but gfx_opengl_major 1 didn't help
so my friend can't play ddrace network i mean like he can run it but he gets frozen and it says connection problems i really love this game but it sorta boring by your self and well i wanna play with him and can't anyone know the fix to the problem if yes please help me and him.
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Connection problems doesn’t sound like a gfx issue, no?
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deen
@Deleted User any idea about this? https://steamcommunity.com/app/412220/discussions/0/4366772972649191150/?tscn=1615868366 game freezes totally, but gfx_opengl_major 1 didn't help
wasnt that the intel driver bug we talked for around half a year now xd
12:38
i'd love to know of older clients work 100% without the crash while, the newer dont work with gfx_opengl_major 1 bcs if so, it must be some patch between these versions. Else it could still be a windows update or smth similar
12:38
but i'm pretty sure the gl 1.x renderer itself didnt add any feature it didnt have before
12:39
i only added the fallback code, but it only does stuff for >= gl 2.x 1.x is the absolute basic, it disables everything and does nothing special
12:40
maybe a SDL thing that only triggers on intel platforms, or GLEW loading something intels dont like or smth
12:40
would be easier to say if older clients actually dont have problems at all :/
12:41
and i also dont even know if the newest intel driver now actually works
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deen
@Deleted User any idea about this? https://steamcommunity.com/app/412220/discussions/0/4366772972649191150/?tscn=1615868366 game freezes totally, but gfx_opengl_major 1 didn't help
ah and also, the question is, if he restarted the client after entering the command
12:48
u always have to assume the ppl do it exactly as you dont want them todo xd
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ddnet Suggestionddnet new system messages (see the image) 1 -hold "u" (show chat) for see it to not coverage the screen when you play 2-putting images for every effects like ,unhammer,endless etc... until the save if you have one
f3 2
f4 1
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I like the idea of having status symbols for your current endless hook, etc. state πŸ™‚
14:17
we might even have an issue for that already
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ravie even had drawn icons (edited)
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I don't understand (1). do you mean we should remove system messages from the chat display when pressing u?
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u is already binded to show chat
14:20
bound*
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heinrich5991
I don't understand (1). do you mean we should remove system messages from the chat display when pressing u?
i mean put system message above the chat no inside
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ah. my first instinct tells me that I wouldn't like that, because those messages usually have an ordering related to chat messages
14:24
e.g. bye xyz, *** xyz has left the game
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we alr have an issue for the icons
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heinrich5991
e.g. bye xyz, *** xyz has left the game
yes i say this message like this leave it in chat
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maybe put server messages like ***you are in a solo part under the icoins in the top left
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ah, at that point you'd probably remove the solo part messages and only show the icons
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heinrich5991
ah, at that point you'd probably remove the solo part messages and only show the icons
i said this too
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m but new players might not know what the icons mean
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louis
m but new players might not know what the icons mean
for first 5 second
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also for ppl who dont want the icons u still need the messages
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my plan is make division system message 3 parts 1-2-3
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louis
also for ppl who dont want the icons u still need the messages
we can leave the old system message like old chat
14:29
go click f3
14:30
having 3 different sections on one side of the screen is messy
14:31
and if the /top5 and /points stuff is changed then might as well make an actual UI for it rather than keep it in the ugly chat form
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louis
having 3 different sections on one side of the screen is messy
it's now in one side (in chat) i want fix the messy
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louis
and if the /top5 and /points stuff is changed then might as well make an actual UI for it rather than keep it in the ugly chat form
you can do this too not nesscary do what i say Literally
14:36
place for top5,rank ... and place for left game... and place for effect icons
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@Learath2 actually, since various netmsgs are packed in a same packet we can do variable arrays in a different way taking that into account:for example if the player requests top x ranks via the protocol, make that netmsg have a response id, then the server sends x netmsg each having the info about 1 rank + the response id (edited)
14:37
+ a way to know the total amount of ranks
14:37
The ranks is an example to understand it easier
14:38
Writing a wall of text on mobile sucks
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I was thinking of abusing the chunking too. I'm not sure how to make either side pretty like that though
14:39
Ideally it shouldnt look any different to sending or receiving any single message
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louis
m but new players might not know what the icons mean
we can do both things putting icons and writing in chat (solo,unhammer...
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louis
m but new players might not know what the icons mean
We so need an introduction for the UI
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Is it possible to translate system messages to another language?
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no. there's an issue about that
15:09
The server would send a packet instead of a chat message with a id and arguments, then the client would display the translated messages with those values. We would then need our own printf parser a...
15:10
@murpi can you explain what you need it for, right now?
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I've been playing alot on asia lately and I feel like people don't understund the system messages very well, like jetpack and such
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maybe doing /points player could bring up a display like that
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huh, I like it πŸ˜„ @louis
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the only issue i see is that it wouldnt be serverwide anymore
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with a new scoreboard we could show the points count of every player at all times
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3 places for the Different system messages to make system messages arranging and clear (see the image) !sm 1-(putting system message above the chat not inside) and you have to hold "u" (show chat) for see it to not covering the screen when you play 2-putting icons for every effects like ,unhammer ,endless etc... until the save if you have one 3- this messages usually ha...
f3 2
f4 1
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thanks for creating an issue πŸ™‚
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I wanted to create a second scoreboard with ranks and such
15:41
Hence my pe abour VLA
15:41
Pr
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I want to transmit that stuff out of the protocol tbf
15:43
We'd need to add so many new messages and stuff. I wanted to just query https://info.ddnet.tw/mapinfo?name=<ourname> to get a json with all the relevant stuff
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this would make it main-ddnet-servers only feature, I wouldn't like that
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Then someone else will have to do it. I don't have it in me to do yet another ad hoc implementation of chunking for both top5, points, leaderboard, regional leaderboard and whatever else we decide we want in the new scoreboard page
15:47
+ it's just asking for something to go wrong, I'm okay with not being the one that wrote the scoreboard that broke ddnet by flooding connections or finally made the networking code not performant enough to push out all the chunks
15:47
we had it with votes and rcon before, not sure how much more we can throttle, rcon completions already arrive at a snails pace
15:49
Ah and a mapchange will definitely timeout everyone logged into rcon without throttling for this stuff
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Learath2
we had it with votes and rcon before, not sure how much more we can throttle, rcon completions already arrive at a snails pace
oh yeah why do rcon completions appear so slow
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Because the protocol is just not made for this kind of bulk information sending
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all continents except europe start with a
16:22
(or eurasia)
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and end with a too :p
16:25
oh well i guess north/south america technically starts with n/s
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Continent
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m i was taught that north america and south america are 2 separate continents
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according to wikipedia, there are anywhere between 7 and 4 continents πŸ˜‰
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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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[quakenet] Davide BOT 2021-03-16 17:27:08Z
@deen, why the heartbeats requests is in UDP and not TCP?
17:28
I am having trouble creating a reliable filter for the UDP packets due to the fact that I break heartbeat requests by doing so, would it be possible to use a different port for heartbeat or send it in TCP?
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the heartbeats require the same UDP port that connecting players use
17:30
if you can't receive heartbeats, players can likely not connect to you
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[quakenet] Davide BOT 2021-03-16 17:33:42Z
Yes they can.
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in what way do you distinguish between players and the heartbeats?
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[quakenet] Davide BOT 2021-03-16 17:36:03Z
[2021-03-16 18:35:35][register]: WARNING: No master servers. Retrying in 60 seconds
17:36
IP: 45.141.57.5:27777
17:36
No heartbeats but I can join and play without problems
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what kind of filter do you use?
17:37
why does it filter the heartbeat packets specifically?
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[quakenet] Davide BOT 2021-03-16 17:37:32Z
Because apparently there are types of attacks that use the same traffic as heartbeats
17:37
I'm using my own filters + voxility
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so you can't control the filter. maybe contact voxility that they block your packets
17:38
(in the future, we might have HTTPS masters, but even these will likely still check for UDP connectivity with your server)
17:39
I can't connect to your server btw
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[quakenet] Davide BOT 2021-03-16 17:39:39Z
Voxility cannot "whitelist" those packets because they are similar to an attack that can cause problems
17:40
@heinrich5991 it is strange, I'm in the server currently
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heartbeat packets can be distinguished by being outgoing from your server
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[quakenet] Davide BOT 2021-03-16 17:41:09Z
Voxility doesn't check the outbound traffic unfortunately
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I mean it’s completely reasonable that you can join if their automatic rule is fw**
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(I can't join)
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Good thing we never tried voxillity. Massive links but as with all other providers apparently they’ll protect themselves even if you are within the limits of your link
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Its cheaper to get rid of us
17:42
monkaS
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Is this not some sort of fraud btw? I guess they bury it somewhere in the contract that they can actually limit the link however they want fuck you?
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"[...] reserves the right to filter to protect the network [...]", probably
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Such silliness. Here you go a 10g link, but you can only use as much as we feel like
17:44
When are we getting our own backbone link and datacenter? ;P
17:45
Anyway, Davide if you want your server to appear on the masterserver list it needs to reply to heartbeats, no way around it
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[quakenet] Davide BOT 2021-03-16 17:46:45Z
Okay
17:49
@heinrich5991 can you try here 45.141.57.6:3000 ?
17:49
If you can join now
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[quakenet] Davide BOT 2021-03-16 17:56:37Z
However yes, an https heartbeats would be best
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but that's only for the far future
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[quakenet] Davide BOT 2021-03-16 17:56:56Z
Rip
17:57
[2021-03-16 18:56:29][register]: WARNING: No master servers. Retrying in 60 seconds
17:57
Connection with players possible but heartbeats no
17:57
xD
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No master servers suggests that either your cou2s or the servers siz2s don't make it through
18:01
I don't think it's the heartbeats since you don't even start sending beats until you choose a master
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[quakenet] Davide BOT 2021-03-16 18:02:46Z
Mmm, that's probably true, what kind of method do you use to choose the server?
18:02
Ping? (I don't think)
18:04
https://sc.lowhosting.org/itAAMzMqwLJr all seems fine with pings
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We do cou2 (get count) to all masters, we get siz2 (count) from the masters, after a timeout or if we get all counts we pick the one with the least count, then you start sending bea2 (heartbeats) periodically
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in that stage we're happy if we receive any answer at all
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The master server will reply with a fw??, the server should reply with fw!!, if your fw!! gets through you'll get a fwok if it doesn't you'll get a fwer
18:07
If you'd gotten to the fw check stage you'd get a port forwarding error or if you never get the fw?? a "switching master"
18:08
lmk the ip of your server and I can tcpdump on the master to see if your cou2s are getting through
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[quakenet] Davide BOT 2021-03-16 18:09:26Z
Is there a way to force the server "selection" and go with a statically chosen server? (maybe from the config)
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(but I'd guess that is highly unlikely to be the issue and it's most likely an issue with "siz2" never making it through voxility's filter)
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[quakenet] Davide BOT 2021-03-16 18:10:21Z
The outgoing bandwidth is not managed by Voxility but by me, so the packet comes to you for sure, the problem is the answer from you to me
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I don't actually know if you can force the server to use a master, masters.cfg is such a stupid file that I ended up just modifying the register code
18:11
@heinrich5991 you've been looking at the register code too, do you know how to force a master?
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[quakenet] Davide BOT 2021-03-16 18:14:48Z
18:14
This is the packet that Voxility filter
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Yeah, that's part of the register process so if you never receive that it won't work
18:15
you can ask them to maybe whitelist it from the ip of the master you choose?
18:16
Or you can try modifying the register code to skip the count check
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[quakenet] Davide BOT 2021-03-16 18:16:35Z
Unfortunately Voxility has no Whitelist for IP due to the possibility of spoofing
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FWIW their filter is breaking, it's their fault. I can only tell you the facts πŸ˜›
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what's wrong with that packet?
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(honestly it's quite silly too, it's like filtering out SYN and saying it mitigates attacks, filtering all legitimate traffic will indeed stop an attack lol)
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[quakenet] Davide BOT 2021-03-16 18:20:09Z
Voxility is a strange scrubbing provider, I already know that, but it is one of the only ones that can counter truly gigantic attacks
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They seem to "counter" it by blocking legit traffic, any hoster can do that. Try Linode they'll null route you even, 100% solution to all attacks
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Comrade
what's wrong with that packet?
Voxility's smart firewall or "smart" network engineers think it's an attack
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[quakenet] Davide BOT 2021-03-16 18:21:51Z
Hahaha, btw the server is playable.
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For now. Next time you'll get an attack that's part of the core protocol and it won't work anymore
18:23
Back at nfoservers they had to remove an automated rule like that all the time for us
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[quakenet] Davide BOT 2021-03-16 18:28:02Z
All the rules are active, if I receive an attack nothing change
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I don't get it is this rule against siz2 not something they added because of an attack?
18:29
It's an essential part of teeworlds protocol, it's like blocking all SYNs because people do SYN Flooding. That's silly imo
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[quakenet] Davide BOT 2021-03-16 18:30:08Z
No, it has always been blocked
18:30
It is not something due to an attack
18:31
It seems that Voxility has always seen this as illegitimate traffic
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I'd guess it's a reaction to a reflection attack against someone else. They don't randomly make rules like this
18:32
Letting them know it's legitimate traffic is all you can do
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imagine world where edge routers of all autonomous systems are configured correctly so no packets with spoofed source IP can reach the global internet πŸ˜„
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[quakenet] Davide BOT 2021-03-16 18:43:43Z
I would say it is an almost impossible hope: D
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maybe IPv6 is the way because many "admins" refuse to use it
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Isps*?
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@Learath2 you can force a master by making all the other masters point to non-functional addresses
20:47
poggers
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Dark theme for TWs?
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what's that?
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another theme for github
20:49
i dont like it
20:49
i prefer the dark one
20:49
(you need to enable feature preview)
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System76 laptops are custom-built to run Linux flawlessly with the latest technology and super fast solid state storage.
21:00
Operating System Pop!_OS 20.10 (64-bit), Pop!_OS 20.04 LTS (64-bit), or Ubuntu 20.04 LTS (64-bit)
21:00
+100 for this
21:07
java 16 is out
21:07
monkalaugh
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Trafalgar Law 2021-03-16 21:24:42Z
Possible to block hooklines from some players? (edited)
21:24
Its annoying if they run always with the hookline
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cl_show_hook_coll_other 0 but that affects all (edited)
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Trafalgar Law 2021-03-16 21:44:48Z
Possible to add like block emotes ?
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@Deleted User not the Intel problem, he has an AMD CPU, so I really doubt he has Intel graphics: https://steamcommunity.com/app/412220/discussions/0/4366772972649191150/?tscn=1615920752
so my friend can't play ddrace network i mean like he can run it but he gets frozen and it says connection problems i really love this game but it sorta boring by your self and well i wanna play with him and can't anyone know the fix to the problem if yes please help me and him.
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Mhh I better wait for a response, he'd be the first
23:07
BTW the console output also shows the GPU vendor
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