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 2022-03-12 00:00:00Z and 2022-03-13 00:00:00Z
I felt the hook line was too thin and hard to see sometimes. This adds a config and a setting slider to adjust the size.
I made it so size 0 will render exactly the same as before so there is no change unless you increase the size.
The size scales as you zoom in/out in order to prevent the hookline from shrinking and eventually disappearing, this is functionally the same as it worked because since it would always be exactly 1 pixel wide.
System: Ubuntu 20.04 Desktop LTS
Output message:
CMake Error: The following variables are used in this project, but they are set to NOTFOUND.
Please set them or make sure they are set and tested correctly in the CMake files:
/home/flowerfell-sans/桌面/ddnet-client/AVCODEC_INCLUDEDIR
used as include directory in directory /home/XX/桌面/ddnet
/home/flowerfell-sans/桌面/ddnet-client/AVFORMAT_INCLUDEDIR
used as include directory in directory /home/XX/桌面/ddnet
/home/flowerfell-sans/桌面/dd...
Meh seems like github is ignoring my .gitattributes file how can that even happen -.- If i "Fetch upstream" on github it says conflicts but a merge in the cli works smooth
i started porting the style CI to teeworlds and rage quitted because i couldnt get it building but with this stuff we will never get the same style guide in vanilla and ddnet
i cometly switched to linux since i have my AMD GPU(bcs my nvidia card always crashed my system) that was around 2017
Before that i only used linux in vm xD
I've found this bug in a different mod and fixed it. Then I've got idea to check if any of the upstreams (this and tw)is affected and it turned out that this is already fixed in teeworlds.
I've dropped my change and did cherry-pick to reduce the difference between codebases.
Ryozuki
well u dont have real mutex implemented at kernel level i think
"While formally kernel mutexes are sleepable locks, it is path (ii) that
makes them more practically a hybrid type. By simply not interrupting a
task and busy-waiting for a few cycles instead of immediately sleeping,
the performance of this lock has been seen to significantly improve a
number of workloads."
and if you can't join store srv then ur just unlucky cuz vali is targeting it, I have to set up a website instead to easily stop vali doing that but i'm lazy
from my messages in #bugs recently:
!image
!image
how to do it: go into /practice in a team, /tp to a shotgun (or laser, but sg is faster) on the map, and then /tp inside of a block, then hold down shotgun
this both lags the server over time (you need about 15 minutes and 10 p...
I think /top5 global and /top5 local should be displayed separately in all cases, or with separate commands.
When a player from your region is in top5, the local top5 isn't displayed.
I think this is already a bad way of displaying them since it requires a player doing /top5 to already be familiar with players in their region, which usually isn't the case.
let's say this is the top 5 for a certain map:
1. player1 (GER)
2. player2 (GER)
3. player3 (GER)
4. player4 (USA)
5. playe...
http://ithare.com/udp-for-games-security-encryption-and-ddos-protection/
I just came across the "Implementing "Proof of Work" on top of DTLS" chapter here and didn't think it was that wrong. Problematic is probably with us especially the last section because we have players with and without gpu.
Quote:"Yes, you DO need to encrypt your UDP traffic. And no, using UDP is NOT a valid excuse to skip encryption"Another Quote:"Personally, I prefer to think of it as of insurance - when I'm paying my premiums in hope that my money will go to waste."[→]
The proxy server is supposed to prepend the client IP address and port
in the first 18 bytes of a packet. IPv4 addresses are represented using
IPv4-mapped IPv6 addresses with the prefix ::ffff:, e....
You mean accept the connections via TCP and transfer world/map data and then hand it over to UDP? That's what I wanted to suggest too. But a proof of work on the tcp connection wouldn't hurt.well one thing at a time. can't try everything at once.
I hope this kind of physic isn't used anywhere, I couldn't trigger it without being stuck in wall.
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 ...
c0d3d3v
You mean accept the connections via TCP and transfer world/map data and then hand it over to UDP? That's what I wanted to suggest too. But a proof of work on the tcp connection wouldn't hurt.well one thing at a time. can't try everything at once.
Actually proof of work in this case would probably only hurt It's cheaper to verify the work than it is to do the work, surely, but verifying isn't free, we'd need a very powerful firewall that has a rather large uplink