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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 2021-08-08 00:00:00Z and 2021-08-09 00:00:00Z
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Something like /specteam 40 would be nice (edited)
00:24
I dont know the code for specteam, but doesnt it already do it?
00:24
Filters out only 1 team
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how protocol words and why all my code there disappear after compile 🥺
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why does sv_high_bandwidth effect emoticon smoothness?
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sv_high_bandwidth makes the server send snapshots 2x as much
05:41
i guess that affects emoticons
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shouldn't the animation be client side
06:45
seems like a good thing for a github issue
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EEEEEH, many technicalities cause us to rely on the server snaps for a smooth-ish gametime
07:06
I think TsFreddie and Jupeyy investigated it further once upon a time
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A consequence of the new masterserver is that it's a bit annoying to follow people across servers, can anyone think of any interesting ways to remedy that?
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@Learath2 a new protocol msg to share a sv to chat which u can join on click, which would be abused
07:17
we could limit it to some ips via config and have a longish cooldown
07:17
idk
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how can i get value if character have jetpack(client side) m_pClient->m_aClients[m_pClient->m_LocalIDs[g_Config.m_ClDummy]].m_Jetpack somewhy gives me false all the time m_pClient->m_aClients[m_pClient->m_LocalIDs[g_Config.m_ClDummy]].m_Predicted.m_Jetpack works but when i self-kill it gives true even if i dont have jetpack bruh i sent this message to #wiki somehow
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@Ryozuki help pls :3
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@Anime.pdf are you on a ddnet server when testing this?
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Ah, can you test something for me? I think I see the bug there
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ye ofc
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In gameclient.cpp, after L1369 add pClient->m_Jetpack = pCharacterData->m_Flags & CHARACTERFLAG_JETPACK;
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now working perfectly xd
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Yeah figures
07:54
😄
07:54
I'll commit it in a minute
07:59
@Anime.pdf do you know a map I can test some jetpack on?
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i used deathpack
07:59
u dont get jetpack immediately so its good for testing
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mh, there is a mac bug again 😦
08:13
I never get to do the things I want to do lately
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mac is big bug
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I want to work on a new bot, the old one breaks every other day. I want to fix a small bug I end up having to either mess around with cmake or some opengl bug that jupeyy will blame on the vendor
🤖 1
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chillerdragon BOT 2021-08-08 08:21:07Z
🤖
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8235df7752c301f9ba08e64e2c3011d84d61ffaf is the first bad commit commit 8235df7752c301f9ba08e64e2c3011d84d61ffaf Author: Jupeyy <jupjopjap@gmail.com> Date: Fri Sep 18 18:45:42 2020 +0200
08:23
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I bet I'm on some spam mail list now
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Any idea?
08:23
just by being on github you are on spam lists
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What is your vendor BTW and is that on Linux?
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chillerdragon BOT 2021-08-08 08:25:59Z
@Deleted User: can I load images with LoadTextureRaw in ddnet code and expect the result to be the same as in teeworlds code?
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it's on macOS
08:26
10.15
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Chiller: except for compressed textures I guess yes
08:26
And what gpu vendor
08:26
F1 shows
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[2021-08-08 11:27:41][sdl]: SDL version 2.0.15 (compiled = 2.0.14) [2021-08-08 11:27:41][gfx]: Created OpenGL 2.1 context. [2021-08-08 11:27:42][opengl]: Vendor string: ATI Technologies Inc. [2021-08-08 11:27:42][opengl]: Version string: 2.1 ATI-3.9.15 [2021-08-08 11:27:42][gfx]: GPU vendor: ATI Technologies Inc. [2021-08-08 11:27:42][gfx]: GPU renderer: AMD Radeon Pro 555 OpenGL Engine [2021-08-08 11:27:42][gfx]: GPU version: 2.1 ATI-3.9.15
08:28
Sorry ircppl
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chillerdragon BOT 2021-08-08 08:28:34Z
i want to load normal pngs and they look real messed up so maybe its the render not the load code then
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if I force it to create a 3.3 context it does work
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Why does it even use gl2.1
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A 1.x context also works
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3.0 is default
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idk why it wants to use 2.1
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That's already sus
08:29
Xd
08:29
Especially if 3.3 works
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I can try removing my config though it doesnt have anything looking related in there
08:30
anyway, 2.1 should also work I presume, so maybe a slight deviation from the spec somewhere?
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I checked all possibilities with 3gpus and software renderer
08:31
A memory crash should be detectable
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maybe the other vendors being safer by initializing some data or being more agressive with their flushes?
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Maybe, but would that be useful? Already from the software renderer I would expect useful information
08:34
Also why does it crash on accessing a register
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maybe a buffer that gets deleted accidentally? I can see some implementations keeping it around for longer letting it be ub
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My really weird crash but dunno what to search for If you can go around in the stack race find address 0x8 Or check what memory this could be in
08:37
How fast does it crash btw
08:37
Directly?
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It loads the map then it crashes
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Maybe out of memory?
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I see no window
08:38
You mean system memory? I have plenty and I'm running on 64bit
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wonder if it copies my message everywhere (edited)
08:39
nvm sorry
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Mhh if it is reproducible it should be ez to find with open source drivers
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anyway, I guess Learath has to do it. someone is using a self not to repeat my messages in krx style
08:40
bot*
08:40
check off-topic
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it is very possible that it's a quirk of macOS implementation of gl
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But to be fair every opengl before ogl4.5 or something is a mess and before 3.3 it's even worse
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let me check where that 8 is coming from
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how to get @Dev role? do i need to commit bunch of bug fixes or new things?
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thanks learath
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@Anime.pdf if you get a couple bugfixes in. There really isn't an official line
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@Deleted User I remember you adding a bit of opengl debugging in there, how was it enabled?
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Dunno gfx debug 1
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How can GL_AMD_debug_output be true and glDebugMessageCallbackAMD be NULL???
09:46
@Deleted User send help please, how can I check if my driver has support for the extension?
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I dunno. Did glew activate that extension properly ?
10:03
Maybe it's not implemented by glew
10:03
Just look in their source how they load functions
10:04
I also cannot say if all ati cards have amd extension. In the past they probably weren't directly the same
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okay I checked the opengl lib itself and it doesn't have any debug functionality
10:06
if I check inside CCommandProcessorFragment_OpenGL2::Cmd_RenderTileLayer before anything happens, there is a single GL_INVALID_ENUM error before anything else happens, and if I put a dbg_break after each gl call it never breaks
10:07
so my guess is whatever causes that INVALID_ENUM is the issue
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Sounds possible yeah
10:13
I somewhere have a closed PR that checks all gl calls
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TsFreddie
🫂
🫂
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There are so many gl calls that happen before the crash :/
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Is there any way to allow tees to open/close their own doors in solo parts? It works on solo maps why not in normal races? Maybe with server-settings?
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752947895
Is there any way to allow tees to open/close their own doors in solo parts? It works on solo maps why not in normal races? Maybe with server-settings?
this doesn't seem like intuitive behavior. there are probably maps that exist already that depend on pushing buttons in solo parts for other tees
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752947895
Is there any way to allow tees to open/close their own doors in solo parts? It works on solo maps why not in normal races? Maybe with server-settings?
I don't think this exists yet. while imo your version is much more intuitive, it is very problematic to implement: What happens if two tees have a switch in a different state and they both leave the solo part? -> in which state is the switch
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chad programmer solution is letting creators map door rand(9999999) instead of door 1,2,3
10:25
😄
10:26
but yes seems much more intuitive that a solo part is like an enclosed race. Wasn't even aware it didn't work that way.
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752947895
chad programmer solution is letting creators map door rand(9999999) instead of door 1,2,3
yeah, its a bit whack
10:27
wrong reply
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752947895
chad programmer solution is letting creators map door rand(9999999) instead of door 1,2,3
I don't understand ^^
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@Deleted User CMD_CREATE_BUFFER_OBJECT seems to be the command with the issue
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Mhh maybe it somehow does not have vbo support
10:33
I'll later look in the code
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GL_COPY_WRITE_BUFFER is the enum that's unknown
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752947895
but yes seems much more intuitive that a solo part is like an enclosed race. Wasn't even aware it didn't work that way.
i think it's more intuitive the more you realize solo is just a switch, it's nothing special really
10:35
i do see the value in what you mean though, i just dont think there is a solution
10:36
im a bit curious what use switches are in solo race parts though
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Noticed by Anime.pdf on discord Doesn't seem to break anything else unintendedly but I'd be more comfortable with it if @trml takes a look.

Checklist

  • [x] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [x] Tested in combination with possibly related configuration options
  • [ ] Written a unit test if it works standalone, system.c especially
  • [x] Considered possible null pointers and out of bounds array indexing
  • [x] Changed no physics that af...
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Learath2
GL_COPY_WRITE_BUFFER is the enum that's unknown
yep you are right, its not in the spec before 3.1 apparently
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HEH, so apple is the one following the spec
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@Learath2 can you compile on that mashine?
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For older OpenGL contexts @Learath2 can you check this?

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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Deleted User
@Learath2 can you compile on that mashine?
Tonight, am out for the night
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Anime.pdf
how to get @Dev role? do i need to commit bunch of bug fixes or new things?
🥺
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hi could there be a way to play solo maps on a ddnet verified local server with 0 ping and achieve ranks?
17:40
same for dummy maps
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Eeeeesh, very very cheatable
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Maybe if you record the actual input, like a demo just for input data
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A teehistorian file would be very close but you can craft them
17:57
Doubt many people have the skills for it or would take the time for it, but you can
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just putting the idea out there, i think it would be so preferrable for so many people
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Yeah. Just very very hard to make it possible. It'd require something like the setup speedrun.com has. Requiring handcam or sth to make sure
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nobody react in #bugs so i guess that better to put that here, there is a bug with "Blockworlds" entities.
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[quakenet] john BOT 2021-08-08 20:57:03Z
.
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[quakenet] test BOT 2021-08-08 21:37:01Z
+i
Exported 138 message(s)