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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 2021-10-26 00:00:00Z and 2021-10-27 00:00:00Z
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2D quake-inspired game. Contribute to AODQ/pulcher development by creating an account on GitHub.
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i do the Tiled JSON map loading stuff here tho if thats what you were asking https://github.com/AODQ/pulcher/blob/master/plugins/base/src/base/map/map.cpp
2D quake-inspired game. Contribute to AODQ/pulcher development by creating an account on GitHub.
00:11
Just use JSON loader and ignore anything tiled related
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Jupstar ✪ BOT 2021-10-26 00:51:31Z
the youtube video looks quite impressive
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thanks. im working on the AI for the single player campaign enemies but I hate writing AI lol
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looks very similar to Soldat 🙂
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Yeah it takes a lot of stuff from Soldat. If you've played Xonotic a lot of weapons and mechanics are similar to that too
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chillerdragon BOT 2021-10-26 06:33:40Z
New Multeasy update?
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chillerdragon BOT 2021-10-26 07:41:01Z
image.png
07:41
lmao pistol damage :) love it
07:42
Petition to make ddnet mod friendly :)
07:42
Can we get some custom controller hooks like vanilla has?
09:38
4af9bc7 Fix mouse select position in console when using different page - Jupeyy 3adadd0 Merge #4250 - bors[bot]
09:41

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-addresssanitizer--u...
09:43
1e1d56d Upgrade ddnet-libs - def-
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e2dbba3 Network clipping for entityex in CPickup and CProjectile, snap gamecontroller before gameworld, bound checks for switchers in client - trml 5df2feb Merge #4245 - bors[bot]
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chillerdragon
lmao pistol damage :) love it
That was for an April 1 event where I enabled pistol damage on DDNet servers
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chillerdragon BOT 2021-10-26 11:26:32Z
Oh that sounds fun!
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@deen do you need any help getting a release out? I have a couple hours today, I can give a hand if there are any outstanding issues that need fixing
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Learath2
@deen do you need any help getting a release out? I have a couple hours today, I can give a hand if there are any outstanding issues that need fixing
make the changelog greenthing
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I can try to make the changelog now
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I proposed a couple years back to automate generating a changelog :D
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I think we need the crash fixed before release
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Learath2
I proposed a couple years back to automate generating a changelog :D
i proposed it some weeks ago
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https://github.com/ddnet/ddnet/issues/4240 if you can find something out
Core was generated by ./DDRace64-Server_sql -f servers/8304.cfg'. Program terminated with signal SIGSEGV, Segmentation fault. warning: Section .reg-xstate/1115820' in core file to...
12:12
with this
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@deen do we have the core and the binary of the crash?
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yes, it's on a few servers
12:13
ssh fra.ddnet.tw
12:13
cd servers/crash
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Perfect. I'll get home in like an hour then I'll take a look
12:15
Ooh, I even have an idea what the issue is
12:15
That backtrace sounds familiar
12:19
@deen does it happen on a shutdown?
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I don't thin kso
12:25
I saw it in logs where a player killed and left, but there were other players on the server I think
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Wish I'd taken my laptop with me, so curious :D
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Mh it's not what I thought it was :/
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Jupstar ✪ BOT 2021-10-26 12:46:18Z
@Ryozuki: make a wiki site with automated changelogs, i was asked a few times ingame already if there are human readable changelogs for github somewhere :D
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thats hard to do without conventional commits
12:52
A highly customizable Changelog Generator that follows Conventional Commit specifications ⛰️ - GitHub - orhun/git-cliff: A highly customizable Changelog Generator that follows Conventional Commit ...
12:52
u just need 1 command
12:52
we just need to enforce it monkalaugh
12:53
as ez as putting "fix:" before a fix and "feat:" before a feature
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Jupstar ✪ BOT 2021-10-26 12:53:34Z
cant it use pr names?
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it uses commit messages
12:54
A specification for adding human and machine readable meaning to commit messages
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Jupstar ✪ BOT 2021-10-26 12:54:40Z
they are probs sometimes too specific
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not rly
12:55
they allow lot of flexibility
12:55
e.g "chore:" for something not related to code like CI settings
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recommends build:, chore:, ci:, docs:, style:, refactor:, perf:, test:, and others.
12:56
e.g you add a new feature to client, you would do "feat(client): added blood and gore"
12:56
and when the changeloge generates it creates sub sections for each
12:56
client, server, etc
12:57
an example generated changelog
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Jupstar ✪ BOT 2021-10-26 12:58:49Z
ok, but sounds pretty complicated xD
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how so
12:59
u just add fix or feat:
12:59
i thought dev ppl were smart
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Jupstar ✪ BOT 2021-10-26 12:59:24Z
i am a potato
12:59
this would just need to be written
12:59
chore: Upgrade ddnet-libs
12:59
omg
12:59
so much iq
12:59
needed
12:59
monkalaugh
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Jupstar ✪ BOT 2021-10-26 13:00:03Z
alone the word "chore"
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Jupstar ✪ BOT 2021-10-26 13:00:10Z
i'd forget it
13:00
bcs i never use that vocabulary
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not if u see it before
13:00
cmon ur just being petty
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4894b51 Add inp_translated_keys (fixyes #4241) - def- a9bdaef Merge #4251 - bors[bot]
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u usually dont do any chore anyway
13:01
u would do just fix or feat
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@Learath2 i got the ddnetbot to work now but it cant find players cant list points or smth
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You need to run the support scripts to download and generate the required tables
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Jupstar: Why am I not seeing colors on console when I run DDNet?
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Jupstar ✪ BOT 2021-10-26 13:06:42Z
maybe ur terminal doesnt support it
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urxvt-256colors, should be ok
13:07
how is it detected?
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Jupstar ✪ BOT 2021-10-26 13:07:11Z
wait i added a arch wiki link in the code
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i see colors
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Jupstar ✪ BOT 2021-10-26 13:07:43Z
Some terminals support the full range of 16 million colors (RGB, each with 8 bit resolution): xterm, konsole, st, etc. The corresponding TERM values xterm-direct, konsole-direct, st-direct, etc. are supported starting with ncurses version 6.1 [4]. For more info about terminal emulators and applications that support true color, see [5]. Note that the Linux kernel supports the SGR escape sequences for true-color, but it is pointless to use it, because the driver maps the 24-bit color specifications to a 256-colors color map in the kernel (see the functions rgb_foreground, rgb_background). For this reason, there is no terminfo entry linux-direct.
13:08
the last sentence sounds to me like, it auto converts it if true color not supported
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maybe u need rxvt-unicode
13:09
on arch
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I have that, weird
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Jupstar ✪ BOT 2021-10-26 13:10:03Z
well i dunno, just use a good terminal then xD
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i use alacritty and it works for me
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Jupstar ✪ BOT 2021-10-26 13:10:14Z
we cant support all stuff that never works
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Learath2
You need to run the support scripts to download and generate the required tables
where are they? what are they called?
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Jupstar ✪ BOT 2021-10-26 13:11:09Z
even xterm can handle it
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what does tput colors say
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❯ tput colors 256
13:11
hmm
13:11
weird
13:11
echo $COLORTERM truecolor
13:11
and this?
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HappyFray
where are they? what are they called?
data/tools
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I can't ping nuborn here, but it looks like he removed the blinking code on the server side for disabled pickups
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I dont remember the order you run the scripts in
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Jupstar ✪ BOT 2021-10-26 13:12:52Z
@trml:
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wwwwwaaaaaaaait xd
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Note: By default urxvt uses the same colors as Xterm, except one. Add URxvt.color12: rgb:5c/5c/ff to Xresources to change this.
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@deen
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idk xd
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fokkonaut
I can't ping nuborn here, but it looks like he removed the blinking code on the server side for disabled pickups
We need this for older clients that do not predict the doors
13:14
or any 0.7 client or whatever, basically any client except the one that is not released yet
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Pickups?
13:14
ah wait a sec
13:14
its door code and doors dont blink right
13:14
then its fine sorry
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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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Learath2
I dont remember the order you run the scripts in
all gives me errors like that
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Well you first need the diskcache module, and that script needs to run in python2
13:21
You also need to download the cache file from ddnet.tw
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Learath2
You also need to download the cache file from ddnet.tw
where
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Learath2
Well you first need the diskcache module, and that script needs to run in python2
seems to work now the scripts but still dont know what to do with them (edited)
13:26
You also need https://ddnet.tw/players.json is one you need too iirc
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Learath2
You also need https://ddnet.tw/players.json is one you need too iirc
page not found
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Yeah I dont remember the exact url for that one
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Ah yes msgpack
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I too type ls into chats
13:27
😄
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haha
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Why are you even trying to run the bot? It really is hard to keep running
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@ṨtylerTime wants it xD
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You'll need cron jobs to get all these files and run the scripts regularly
13:28
There is one more file you need from ddnet.tw, the releases file. Idk the url for that either
13:29
You also need the records table from our sql backup, dont remember the url to that either
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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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Wait a second, are doors not being predicted for movements? :(
13:40
aww, i thought they would be predicted already in this pr, then what is all of this for when its not being used right now?
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I thought we also got prediction in for them didn't we?
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i just tested it on my server, it seems like its not there :/ the only thing that works for doors is showing them closed/open correctly while always sending end and start points
13:42
so, they get sent correctly but there seems to be no prediction
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So you still get the weird jittery movement when trying to got thru a closed door?
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Would have been nice to get that in aswell
13:44
released already?
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@fokkonaut projectiles and pickups are predicted now, doors and draggers are not
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I'll rebuild 15.6-rc3 with it
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deen
I'll rebuild 15.6-rc3 with it
with what?
13:49
There is no prediction for doors :/
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with your pull request
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ah, but i think it shouldnt be too much to add prediction for doors before the release. We got the CCollision m_NumSwitchers and the switcher array filled already, plus we know which door is closed etc by switchstatus, we would just need to fix them up for the moverestrictions clientside
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yes, clipping pickups in general (fokkonauts pr) should improve things even more
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lol, actually it should be predicted already
13:52
ohhhh
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it's not that hard to add door prediction, but getting it to work consistently when doors are added/removed from the snapshot is a little more work/thinking
13:53
since the code for doing something like that doesn't exist already (in the server doors are just static and created when map is loaded)
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Jupstar ✪ BOT 2021-10-26 13:54:57Z
Attempt to fix #4244 Added network clipping to entity ex for projectiles and pickups, and made snapping of gamecontroller happen before gameworld (as suggested in #4236), which should help when zoo...
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Please no more new features for this release
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Jupstar ✪ BOT 2021-10-26 13:55:04Z
does it need a fix?
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@trml how do you handle the case where doors intersect?
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@trml i think its pretty easy to do, if we use a CDoor clientside too, like other entities
13:56
then they would only exist when the objects are there
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Jupstar: yes, it looks like the length of m_pSwitchers is actually m_NumSwitchers+1, while m_NumSwitchers is the last index
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5d86646 Fix pickup network clipping - fokkonaut dbde2cc Merge #4253 - bors[bot]
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@Learath2 yes, that part wouldn't be trivial, so didn't want to rush anything
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I wonder how we do it on the serverside
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Learath2
I wonder how we do it on the serverside
doors that got created first get overriden
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Lol what?
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I think the server just overwrites the tiles in CCollision when the map is loaded, so CDoor doesn't actually do anything after that
14:01
so doors can overwrite each other, etc (I think, at least)
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@Learath2 yes, crossing two doors of different numbers can create a hole where the cross, when the one only is deactivated
14:02
crossing of the same numbers dont matter (edited)
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The people who made ddrace initially collectively thought about 10 seconds on the problem
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I was thinking of an elaborate solution like generating a linked list of intersecting doors we can loop thru to figure out when to remove the collision
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have fun :D
14:05
its not nice code to work with at all
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Cant fix it now. I bet there are runs abusing that fact
14:06
Anyway, atleast makes prediction easier
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I have created an ingame editor to place entities like pickups, doors and for the doors its really annoying to not fuck up existing doors
14:06
on add/remove
14:07
took a while to have all of that working fine
14:13
@heinrich5991 i am getting a little bit mad about the fact that my server keeps disappearing from the master list, do you know why that happens?
14:13
Server respons its registering just fine
14:14
Its not any firewall, since it happened with my old and new hoster
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I would appreciate some instructions for how to debug https masterserver issues like that too ^
14:14
at the moment it's a block box for me
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blocker
14:14
ban
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I also saw ddnet sevrers disappearing from time to time
14:15
they came back at some point
14:15
i have no idea what this is about tho
14:16
once a full brutal server disappeared while i was on it, i couldnt find it anymore, 5-10 min later it appeared again
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yeah, you're not the only one affected
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manually pinging these servers works fine
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The bounds check in #4245 should have been one larger, since m_NumSwitchers is the last index for m_pSwitchers (while length is actually m_NumSwitchers + 1).

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 ...
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I don't really know how best to debug https master issues that happen randomly like this either
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Jupstar ✪ BOT 2021-10-26 14:44:11Z
add more log?
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4a8f18c Use correct (larger) m_NumSwitchers bound - trml 9d5c21e Merge #4254 - bors[bot]
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Jupstar ✪ BOT 2021-10-26 14:45:00Z
i mean it should know that it doesnt contact the server anymore, or if its a logic bug, maybe allow a var that on fly can tell what servers are about to be pinged(even if not reached)
14:47
MACRO_CONFIG_INT(SvServerInfoPerSecond, sv_server_info_per_second, 50, 0, 10000, CFGFLAG_SERVER, "Maximum number of complete server info responses that are sent out per second (0 for no limit)")
14:47
couldnt it also be that you have a small dos and the master list gets ignored?
14:48
or have you made sure already that its not that
14:49
its only for clients i see, so thats why kog in the past sometimes didnt show clients on a ddos attack
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@trml i knew one day the numswitchers would be a problem again
14:51
monkalaugh
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Jupstar ✪ BOT 2021-10-26 14:51:50Z
rename it to NumSwitchersPlusOne
14:51
or MinusOne
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MinusOne
14:52
m_NumSwitchersNotLength
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yes, it would be more intuitive to have the length
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this fixed the crash?
14:52
or is that unrelated
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Jupstar ✪ BOT 2021-10-26 14:53:07Z
unrelated
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also, what if the number of switchers is 1? m_NumSwitchers = 0. or length = 0 -> -1
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wanted to see the RC
14:53
ye length is always 1
14:53
minimum
14:53
for some reason there is always one switcher
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oh, yes, we always add one more, so it kind of always works
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73a6be0 Update language files for 15.6 release - def- 33865bc Translate German - def- 5cd47e5 Merge #4252 - bors[bot]
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Jupstar ✪ BOT 2021-10-26 14:57:23Z
lmddracecodeo
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translating from english to any latin based lang is hard
15:08
cuz english uses to much tech stuff
15:09
i dont even use my native lang in ddnet client
15:09
but well i like translating it
15:10
i also use english so much i forget the words in my native language
15:10
monkaS
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Jupstar ✪ BOT 2021-10-26 15:11:38Z
its also that alot of words sound so bad in native languages xD
15:11
map would translate to "Karte" in german. Sounds so shit xDDD
15:12
like you try to find a way without navigation system
15:13
lets play a Karte lets play a card xDDDDDDD
15:13
it has two meanings
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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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Jupstar ✪ BOT 2021-10-26 15:16:27Z
maybe Spieldfeld would be better, but also uses much more letters than "map"
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Jupstar ✪
its also that alot of words sound so bad in native languages xD
bugs in catalan means "insectes"
15:16
and nobody uses this
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Jupstar ✪ BOT 2021-10-26 15:17:15Z
ok but this is special case :D, bcs bug actually means bug
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Jupstar ✪ BOT 2021-10-26 15:17:26Z
its also "wrong" in english
15:18
in english has the meaning of software bug
15:19
if you say "he trobat un insecte al meu codi!" (i found a bug in my code!) (edited)
15:19
people will look u weird imho
15:19
xddd
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Jupstar ✪ BOT 2021-10-26 15:19:46Z
"In 1946, when Hopper was released from active duty, she joined the Harvard Faculty at the Computation Laboratory where she continued her work on the Mark II and Mark III. Operators traced an error in the Mark II to a moth trapped in a relay, coining the term bug. This bug was carefully removed and taped to the log book. Stemming from the first bug, today we call errors or glitches in a program a bug"
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Jupstar ✪ BOT 2021-10-26 15:20:24Z
thanks little moth xD
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well computers back then were rly big right
15:20
xd
15:21
was bound to happen
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Jupstar ✪ BOT 2021-10-26 15:21:11Z
:D
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98789d1 update catalan - edg-l 83a5f4e Merge #4255 - bors[bot]
16:57
16:57
@deen is there a reason for the margin?
16:57
(bottom is the actual)
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Ryozuki
for some reason there is always one switcher
switcher 0, from game layer
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ah its cuz its applied globally
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also very stupid: game and front layer doors dont work if switch layer doesnt exist, probably known by many already tho
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maybe i can disable the margin for the changelog specifically
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fokkonaut
switcher 0, from game layer
ah ok
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Jupstar ✪ BOT 2021-10-26 17:10:10Z
when add colors, client yellow, server red, editor green xdd (@Ryozuki)
unknown.png
17:11
and names also in colors, i want purple
17:11
but a dark purple, not a light one
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Learath2
There is one more file you need from ddnet.tw, the releases file. Idk the url for that either
still no idea.
17:17
?
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fokkonaut
@heinrich5991 i am getting a little bit mad about the fact that my server keeps disappearing from the master list, do you know why that happens?
can you give me a pcap from a time where that happens?
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deen
I would appreciate some instructions for how to debug https masterserver issues like that too ^
a pcap on the serverside would also be interesting. alternatively, one could log very verbosely with RUST_LOG=debug
19:27
the log option is probably not realistic, it's probably too much data
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mh, are the outages long enough that getting a pcap is viable?
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could also get a pcap and wait for an outage
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Ryozuki
@deen is there a reason for the margin?
i think it looks too cramped without
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i like that the word 'bug' and also how it was originally found, makes the onus of the error put on an external force. 'Yes, there is a bug in my software' as if it's some external force of nature outside anyone programmer's control.
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I don't think of an insect when I say bug, I seem to view the word similar to defect
20:34
b333833 make the News text be on a block too - edg-l 8a1c981 Merge pull request #152 from edg-l/pr/fix/news - def-
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when im hosting 2 servers with ddnet-server, is there a easy way to connect bans?
21:03
like when i ban someone on the first he also gets banned on the second one
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where do self hosted server store the bans?
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I don't know, we use something like a globalbans.cfg for official ddnet servers
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ṨtylerTime
where do self hosted server store the bans?
The server ban list is not stored on the hard drive. Type "bans" in F2. they are pretty deep in the engine
21:20
with bans_save you can save it to a file
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yeah if they're saved to different files, then you could just merge them manually with a python script set(server1Banlist.readlines() + server2Banlist.readline())
Exported 318 message(s)