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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 2022-03-21 00:00:00Z and 2022-03-22 00:00:00Z
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Wcast-qual is a real mess in engine/shared/snapshot.cpp
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Code is full of const data being cast to non const, not sure if safe. I couldn't fix all so i marked them with a comment.

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
-...
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Fixes #4815 What was changed:
  • All Rank columns name were scapped since MySQL 8.0 interprets the word "Rank" as a internal function or constant (A good practice would be if all column names were escaped).
  • All group by have been modified to have all columns that need to be grouped, in order to respect the ONLY_FULL_GROUP_BY flag set by default on MySQL 8.0. On these group bys were also included the columns that are used in the window, since are also required by the same tag.
Wh...
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Added default switch statement either with a comment or with a call to dbg_msg. During my tests, i couldn't trigger any of them, but its better to have a default case anyway. Tested with gcc 7 and clang 13.

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...
04:58
This is a similar work that was carried out by @C0D3D3V on introducing enumeration rather than magic numbers.

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 ...
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Double promotion occurs quite often when an operator is an hidden double, like constants written without the 'f' at the end. We might get a tiny micro improvement. Unfortunately, we can't do anything for all the double promotion occurring in printf like functions as it is the default for both C and C++. Only this line might change physics: https://github.com/ddnet/ddnet/commit/4d47fcda094c3452a5924aad8811fd6965362ee3#diff-d76009083687ba43c59dc7bb2c7357457c999c2eb9d913967d598e913c6fd01fR40...
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c479c59 Update frontpage video - snailx3
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@snail nice video
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chillerdragon
asking for a friend doi u have sume sql?
i dont have my pc and he is not good with computers justatest
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how do i change lsit of .o files for linking with our cmakefiles?
07:22
i've never used cmake other than as a user
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we generate CMake objects, that is basically a bunch of o files
07:22
see e.g. engine shared
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Ryozuki
@snail nice video
ye its insane
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Ryozuki
@snail nice video
and without cuts
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Jupstar ✪
see e.g. engine shared
yeah, but it's always in a single directory
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more objects more directories
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(edited)
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you want to change the list so add engine-shared1 engine-shared2
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but it's not compilation i change, only link
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you can control the compilation then too
07:31
make -j20 engine-shared1
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i miss the time with makefiles you could just change 😢
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i dont miss these times xD
07:34
cmake has everything you need
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me neither
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with proper makefiles, you could change things with just environment variables 😄
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cmake can do that too
07:35
CC=clang cmake ..
07:35
for compiler flags: cmake .. -DCMAKE_C_FLAGS="-Werror"
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lets be real, rust is superior cuz it has cargo.toml
07:36
and a better dep management
07:36
greenthing
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Jupstar ✪
for compiler flags: cmake .. -DCMAKE_C_FLAGS="-Werror"
Just CFLAGS also works, don't need to use a cmake flag
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did u know there is a shitload of new c++ devs on windows
07:36
idk how they manage
07:36
well they probs do projects without deps
07:37
cuz the moment they need them
07:37
holy shit
07:37
must be rly shit
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Learath2
Just CFLAGS also works, don't need to use a cmake flag
yeah but you can always change them without cleaning the cmake dir with the -D param
07:37
the env flags are only cached once (first run)
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Ryozuki
did u know there is a shitload of new c++ devs on windows
probs managed c++ XD
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Ryozuki
idk how they manage
Maybe they use vcpkg, heard it's acceptable-ish
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imagine thinking u need a 12gb ram ide when u have vim with cmake
07:38
greenthing
07:38
bloat
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I prefer my ide to use 32g, 12g is child numbers, what is that a puny browser?
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i think i managed to do it 🙂
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4cc8157 Added direction enumeration for the editor - Chairn bd5bfa4 clang-format - Chairn dfb0d7d Merge #4851 - bors[bot]
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Compiling the target run_tests fails with both gcc and clang on the file src/test/score.cpp. cmake -DDEV=ON -DDOWNLOAD_GTEST=ON -DTEST_MYSQL=OFF -GNinja .. && ninja run_tests I do have the libgtest installed: bash $ ll /usr/lib/libg* -rw-r--r-- 1 root root 1,8M mars 21 03:34 libgtest.a -rw-r--r-- 1 root root 3,9K mars 21 03:34 libgtest_main.a Clang output: ```shell FAILED: CMakeFiles/testrunner.dir/src/test/score.cpp.o /usr/local/bin/clang++ -DCONF_INFORM_UPDATE...
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lol, the bot is faster to link that than my browser to load the issue after posting it 😄
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This should prevent symbols from being demultiplied in different translation unit. Difference in size is as follow using a release build and no option set with cmake. With clang, difference is inferior to 1kB for any executable. With gcc, client size is reduced by 3.5kB. I couldn't run the test suite (see https://github.com/ddnet/ddnet/issues/4853)

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  • [ ] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possib...
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@Learath2 deen on macos has a weird bug: his main and graphic thread both wait on the same condition variable both (and all calls made on them, wait, notify) are protected by a mutex the only way this can happen imo is, that a wakeup is lost: But this shouldnt happen with a mutex protecting the condition variable Another possibility is that the graphics thread does not notify the main thread when it started but i purposly added a check https://github.com/ddnet/ddnet/blob/68a4404701d53d5ce6d50db19eb0f3337bd67cec/src/engine/client/backend_sdl.cpp I don't see how both threads should ever wait on the condition variable at the same time m_BufferSwapCond Graphic thread waits on: https://github.com/ddnet/ddnet/blob/68a4404701d53d5ce6d50db19eb0f3337bd67cec/src/engine/client/backend_sdl.cpp#L74 main in call of: https://github.com/ddnet/ddnet/blob/68a4404701d53d5ce6d50db19eb0f3337bd67cec/src/engine/client/backend_sdl.cpp#L1112
11:12
mhh maybe its bcs of the fallback not cleaning up something correctly
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Hm, why is there 2 condvars?
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I just noticed that many client components use both "m_pClient" and "GameClient()" although "GameClient()" just returns "m_pClient" 😄 Lacks a little consistency. Although "GameClient()" is used significantly less, especially it is used often when also accessing the textures that are loaded in gameclient.
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Learath2
Hm, why is there 2 condvars?
@Jupstar ✪ ^^
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mh yeah not needed, but i doubt that causes the bug
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It makes it a bit hard for me to reason about the flow, maybe if we clean that up the issue would be more obvious?
11:18
A notify before wait would also be lost, I was trying to look for that but it's not obvious at all
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possible, but i kinda start to believe we forget to cleanup a thread or smth
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Anyway, first thing I'd do would be to reduce this to one condvar if possible just so it's easier to reason about
11:22
Sorry, I can't look more into it right now, I can take another look when I get home
11:24
Oh and luckily this happens at the very start of the initialization so it should be easier to debug
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yeah thanks, weird its not reproducable for me 😦
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Have you checked that you are both on the same sdl version?
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c0d3d3v
I just noticed that many client components use both "m_pClient" and "GameClient()" although "GameClient()" just returns "m_pClient" 😄 Lacks a little consistency. Although "GameClient()" is used significantly less, especially it is used often when also accessing the textures that are loaded in gameclient.
i think GameClient was added later
11:26
GameClient should be used imho
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Learath2
Have you checked that you are both on the same sdl version?
im not, but since its inside our code i assume its our bug 😄
11:27
or deen didnt rebase correclty or smth xD
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Well the only thing that comes to my mind from a cursory glance is that 2 condvars 1 mutex being sus
11:28
Especially when they are guarding just one condition
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but doesnt this make it safe
11:28
that its only one condition
11:28
the same condition
11:29
the one is simple the waiter for main thread the other the waiter for other thread
11:29
that's how they split
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It sounds safe, but it definitely throws of my in-brain concurrency analyzer 😛
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s/of/off/
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Ryozuki
i think GameClient was added later
but why m_pClient is a protected member variable, all components have access to it, why the indirect way over the function call? For access from outside I understand that. Is it about readability or is there another reason?
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@Jupstar ✪ Oh you are checking m_Started, so it's 2 conds 2 condvars but one is sorta guarding 2 conds
11:32
Maybe just assume best case and spin on m_Started? That's what a futex would do aswell
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if both wait for the same condition, maybe it's because the lock order is not the same in both?
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Learath2
Maybe just assume best case and spin on m_Started? That's what a futex would do aswell
Since it's a one direction change you can also sleep if you don't want to be busy waiting for it, though it might be better not to yield to the scheduler anyway since the gfx thread will come up very quickly anyway, might aswell keep the cpu
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i'll just use 1 cond, its not unsafe to have 2 conditions. they are chronological split started never occurs afterwards anymore
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c0d3d3v
but why m_pClient is a protected member variable, all components have access to it, why the indirect way over the function call? For access from outside I understand that. Is it about readability or is there another reason?
easier refactoring is usually the reason
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Learath2
It sounds safe, but it definitely throws of my in-brain concurrency analyzer 😛
now that i think about it, i think thats exactly the problem
11:44
so you are right
11:44
i forgot that condition variables only work bcs they are atomic as soon as you call notify or wait
11:44
and this isnt given with 2 different ones
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independent of the mutex
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If you are looking to do m_Started another way, maybe craft an empty buffer and the gfx thread can immediately finish it and set the buffer to nullptr letting you know it's ready for more
11:46
One less variable too
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xd i think i'll let deen test for now
11:47
dont want to overkill for now
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Makes sense, hopefully that fixes it up
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@Jupstar ✪ do you happen to know why this happens?
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what opengl
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Jupstar ✪
what opengl
Apparently happens with gl3, @Cøke suggested disabling it would fix it in his map testing channel
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then its the asset itself i'd say
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I was just a bit concerned whether a lot of maps exhibit this and testers just disable gl3 instead 😄
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or driver
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Nothing wrong with the tileset lol
12:02
It's Client side
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Can you post the tileset so @Jupstar ✪ can take a look?
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U can extract (edited)
12:03
I'm not at PC rn
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I wonder if we have an issue with borderfix or dilate
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It happens for some more ppl who got a old client or opengl on (edited)
12:06
It's normal 1024x1024
12:06
64x64 tiles
12:06
It's the same I used in multeasy btw
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it's 960x960, looks messed up only on gl1 for me
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Looking messed up on gl1 sounds like it hasn't been borderfixed, but honestly I don't even know if you are supposed to borderfix now
12:12
@Jupstar ✪ I keep forgetting, what is the state of the two renderers? Are they supposed to be giving identical results on a frame by frame basis?
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nope, borderfixed tilesets will look messed up on anything newer than gl1
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And non-borderfixed ones look broken on gl1 still?
12:13
but in this case it looks more messed up than just no borderadd
12:13
gl must have difficulty with this resolution for some reason
12:14
closer look
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Yeah that's why this caught my eye. It looked very wrong for some reason
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I used normal 1024x1024
12:15
Idk why this happens
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pipou must have exported at the wrong resolution when he edited it I guess
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Only Jupstar, master of all 3 gfx backends can save the world
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yeah trust opengl 3.3 xd
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That idk, I just fixed the bugged spikes
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looks similar to skins that aren't divisible btw, pixelly af
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so opengl 3.3 3.0 and 2.x should all render it correclty 2.x has no mipmaps so it might look oversharp gl 1.x defs looks shit
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But why it's fine for me?
12:16
Just don't use the 3.3
12:16
XD
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what is your GPU?
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Jupstar ✪
so opengl 3.3 3.0 and 2.x should all render it correclty 2.x has no mipmaps so it might look oversharp gl 1.x defs looks shit
my opengl 1.0
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Deleted User
my opengl 1.0
buy new pc xd
12:17
use software opengl renderer
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Jupstar ✪
use software opengl renderer
no
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3.3 is the reference btw, that's what you should be testing on as it's probably going to become the default soon-ish
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directx 10
12:17
plz add
12:17
XD
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we have vulkan, thats enough
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Why should we test 3.3 when I don't even use this
12:17
Xf
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@Cøke open client, press f1 and see what your GPU is
12:18
in purple
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Jupstar ✪
so opengl 3.3 3.0 and 2.x should all render it correclty 2.x has no mipmaps so it might look oversharp gl 1.x defs looks shit
gl1 looks shit on all newer maps tbh
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Ravie
gl1 looks shit on all newer maps tbh
its 1% of users xd
12:19
and they probs have some weird 4:3 monitors
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Cøke
Why should we test 3.3 when I don't even use this
Because gl1 renderer is almost never the one chosen, so we want the maps to look correct for everyone not the few people that has to use gl1 because of hw/driver issues
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just ignore xd
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It's like I have to test a map for ppl with weak PC troll idk if they can load it or not, how should I check it
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I bet you also use atleast the gl3 renderer. Almost no one ends up with 1 or even 2 picked
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only intel GPUs on windows doent use GL 3.0 thats true
12:20
default is 3.0
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I used nothing, I just fixed the spike
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Not the 3.3 if you unchecked it I guess. Idk how the settings work now
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Learath2
I bet you also use atleast the gl3 renderer. Almost no one ends up with 1 or even 2 picked
many do not have open-angle version 3.3
12:20
YAY
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yeah unchecking makes it 3.0
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maybe it's possible to make a workaround in gl1 to fix this borderadd bug? seems like just some issue with texture coords
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Ich habe aber AMD @Jupstar ✪
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Cøke
Ich habe aber AMD @Jupstar ✪
latest client?
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Ne aber relativ neu
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anyway, then its a driver bug 3.0 and 3.3 use the same shader
12:21
i dont see why they should look different at all
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Hi, I play ddnet for some time on and off and did not manage to get a good rank. (about 200 points) For me it would be nice to have a point indicator in the game. Like in minecraft: #### motivation This is not to make beginners feel more intimidated, and make tw more apart, but to motivate people like me to get points. (I just stick around at the beginning of brutal maps). #### other / following ideas
  • have a wikipedia base of map recommendations similar to a 'quest guide': [opt...
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(for tile maps to be precise)
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Deleted User
many do not have open-angle version 3.3
Wym? For a gpu not to support opengl 3.3 you need to go back like 3 decades
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Learath2
Wym? For a gpu not to support opengl 3.3 you need to go back like 3 decades
no
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Deleted User
no
can you post your hardware?
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oka
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But I wonder why the old tileset works, just for a few ppl with very old client doesn't work
12:23
The tileset from Multeasy
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old client = broken
12:24
anything before ddnet 14 should be broken
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Deleted User
Click to see attachment 🖼️
win7 is out of life
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Jupstar ✪
win7 is out of life
no
12:24
NO
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just accept the truth
12:24
the industry doesnt wait for win7 for ever
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Jupstar ✪
the industry doesnt wait for win7 for ever
NOOO
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@Deleted User so you don’t have a gpu? Just integrated gfx?
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Learath2
@Deleted User so you don’t have a gpu? Just integrated gfx?
ye
12:25
pc 2007 year
12:25
2008*
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intel says its form 2009, it should actually atleast have GL 2.1
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So many blocked massages lol
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Cøke
So many blocked massages lol
cammo
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Cøke
The tileset from Multeasy
no it's edited and the one with new spikes is 960x960
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Deleted User
ye
switch to linux then it might work xd
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Ravie
no it's edited and the one with new spikes is 960x960
Ok idk why pipou did this
12:26
Was thinking he know the size
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Jupstar ✪
switch to linux then it might work xd
no
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then use software rendering or accept that your pc is dead
12:27
i bet the integrated GPU isnt much faster than the CPU
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I guess there are iGPUs that are 1.5 decades old that don’t support 3.3
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Ravie
no it's edited and the one with new spikes is 960x960
What u mean edited
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Jupstar ✪
then use software rendering or accept that your pc is dead
tried
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But 2.1 still renders the same way so mappers should test on 3.3
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https://github.com/pal1000/mesa-dist-win/releases/download/22.0.0-2/mesa3d-22.0.0-r2-release-msvc.7z unpack this, copy all .dll into ddnet directory x86 for 32bit x64 for 64bit
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@Cøke it was opened, altered and saved again
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>DDraceNetwork always welcomes creative maps you made and ideas for new DDRace features you have. https://github.com/ddnet/ddnet/issues/4855
Hi, I play ddnet for some time on and off and did not manage to get a good rank. (about 200 points) For me it would be nice to have a point indicator in the game. Like in minecraft: motivation This...
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Ravie
@Cøke it was opened, altered and saved again
I have used another for clues, but deleted the complete old one
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why not use directx instead of opengl?
12:30
troll
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when jupstar finishes vulkan and is bored again troll
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we have vulkan, why bother with dx
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intel core 2 duo lmao
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why downgrade rendering for a person that wants to stick to win7 so desperatly xd
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Bei mir kommt morgens auch immer der Vulkan aufn pott
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u can buy a raspberry pi 4 for 50€ and have a better pc
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ttrue xd
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Deleted User
why not use directx instead of opengl?
we do not embrace propietary
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Ryozuki
intel core 2 duo lmao
HEHEHEHA
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iif u have a pc from 2008 its ur fault
12:32
xd
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i am always suprised these machines still work
12:32
i'd assume the coolers fail at some point
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well maybe rly old processors dont heat that much
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Ryozuki
well maybe rly old processors dont heat that much
yes
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120
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there u have
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ok and 2008 is also "just" 14 years xd
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degrees
12:33
120 degrees
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Jupstar ✪
why downgrade rendering for a person that wants to stick to win7 so desperatly xd
I wonder if he can even run win10 tbf. What even is a core2duo at this point
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its better to use linux
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Ryozuki
its better to use linux
no
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yeah for old hardware its a must have
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Ryozuki
yes
n
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except you playing win98 games xD
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Jupstar ✪
except you playing win98 games xD
Wtf
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this guy is just trolling
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i know
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I can’t upgrade to win11 because my mobo from 2014 doesn’t have a TPM
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there is no benefit anyway
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Learath2
I can’t upgrade to win11 because my mobo from 2014 doesn’t have a TPM
yay
12:35
200 degrees
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u will get #ads in ur file browser
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nice
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Jupstar ✪
except you playing win98 games xD
Win98 games work like a charm under wine
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yeah except if they have CD lock
12:35
that always sucks hard
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Ryozuki
there is no benefit anyway
I don’t want to anyway, so it’s good that there is something stopping it from auto upgrading while I sleep
12:35
to play old win games
12:35
xd
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Jupstar ✪
yeah except if they have CD lock
I remember downloading NoCD patches when I was a young lad
12:36
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Cøke
Click to see attachment 🖼️
WTF HOLY JESUS
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modern opengl OFF
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whats with this guy reaction
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hehehe
12:37
oka
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How is he getting 4.6 with modern gl off @Jupstar ✪?
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Ryozuki
greenthing
im dead
12:37
.
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Cøke
Click to see attachment 🖼️
why r u on rc
12:38
when 15.9.1 is out
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i dont like manual update
12:39
and a new version was bugged for me so i changed back
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whats the bug
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it's been a while i don't know exactly, but what i can remember is that the editor crashed often
12:41
worked over hours on a map -> crash -> all for nothing so i changed to the better version justatest
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bruhs
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According to Kodera Software, developer of the space sim ΔV: Rings of Saturn, quite a lot of bug reports come from Linux users considering the smaller share but that's not actually a bad thing.
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@Jupstar ✪ come on test server
12:48
i changed to 1024x1024 and looks like the same
12:48
still opengl off
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Deleted User
hehehe
wtf how did it try directx 12 first, guess mesa 22 changed smth 😄 sry didnt know
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Jupstar ✪
wtf how did it try directx 12 first, guess mesa 22 changed smth 😄 sry didnt know
ok
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Learath2
How is he getting 4.6 with modern gl off @Jupstar ✪?
its just a string reported by the driver, not the chosen backend
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Cøke
@Jupstar ✪ come on test server
ok
13:26
ogl 1.x
13:26
3.0
13:26
3.3
13:26
vulkan (not implemented by AMD, so maybe interesting)
13:27
except 1.x i dont really see a difference
13:27
@Cøke
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are they meant to look any different? or being the same the best route?
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Being same is good
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Cøke
Click to see attachment 🖼️
?
13:39
what should i look at
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hllo I didn't use the leak command on f1 but my client seem to use the old way (I don't see EUR, etc.. but ping), any idea?
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After you connect once to a server the ping will be cached, maybe that's what you are seeing
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@Learath2 I didn't connect to all servers from the list
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Jupstar ✪
ogl 1.x
and why is this now bugged?
14:20
used now 1024x1024
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wait i come
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@deen i think we need to select which switch statement we want to assert and which are inoffensive
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yeah, probably
14:38
that's the difficult choice 😄
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can't you set a grep to look for all the dbg_msg to see if they are often triggerred?
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how do i reset mouse sensor value back to normal
14:43
i used bind x "+toggle inp_mousesens 1 100000000"
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Chairn
can't you set a grep to look for all the dbg_msg to see if they are often triggerred?
in practice no one does that, but when server crashes it gets noticed
14:44
inp_mousesens 200
14:44
and with just a dbg_msg it can be difficult to debug, a coredump helps more
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e54da1b Cleanup backend a bit for vulkan - Jupeyy 14ac5cf lazy load editor textures - Jupeyy e572704 Multithreaded video rendering - Jupeyy fbeba9e Add Vulkan backend - Jupeyy ccca162 fix bors - def- e632859 Merge #4687 - bors[bot]
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GitHub
Click to see attachment 🖼️
♥
14:47
finally xd
14:47
now i can rebase all my stuff xD
14:48
@deen for the changelog you can also add that the video renderer got an upgrade, wanna see if it runs correctly for everyone
14:48
then they might purposly test it
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Oooh we have a VK backend now
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@Cellegen | HU do you own the generic unhookable as SVG? and if, are they accurate?
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``` /home/deen/isos/ddnet/ddnet-source/src/engine/client/backend/vulkan/backend_vulkan.cpp: In member function ‘void CCommandProcessorFragment_Vulkan::VerboseAllocatedMemory(VkDeviceSize, size_t, CCommandProcessorFragment_Vulkan::EMemoryBlockUsage)’: /home/deen/isos/ddnet/ddnet-source/src/engine/client/backend/vulkan/backend_vulkan.cpp:92:74: warning: unknown conversion type character ‘z’ in format [-Wformat=] 92 | dbg_msg("vulkan", "allocated chunk of memory with size: ...
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Jupstar ✪
@Cellegen | HU do you own the generic unhookable as SVG? and if, are they accurate?
Cellegen | HU 2022-03-21 15:09:43Z
justatest
15:09
i can make it today if you want
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poggers
15:11
vulkan by jupstar
15:11
BASED 🍷
15:11
aPES_Wine
15:11
time to celebrate
15:12
and also time to find broken drivers
15:13
doesnt it build artifacts
15:13
the checks
15:13
i dont want to compile on windows (edited)
15:14
wanna compare
15:15
found it
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[100%] Generating DDNet-16.0-rc1-win64.zip Error copying file "/home/deen/isos/ddnet/win64/data/shader/vulkan/prim.frag.spv" to "pack_DDNet-16.0-rc1-win64_zip/DDNet-16.0-rc1-win64/data/shader/vulkan/prim.frag.spv". No error when spv files failed to be created, instead only the packing fails.
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is it normal i defaults to opengl 3?
15:18
2200 fps on a full mult server
15:19
15:19
its poggers
15:20
@Jupstar ✪ does it give more fps to increase the render thread count
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more consistent frames probs
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mine is at 3
15:21
i guess u set it at half of real cores
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thinking about making accurate gameskin svg today (edited)
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Cellegen | HU 2022-03-21 15:25:57Z
ah yes, finally somebody helps 😛
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Ryozuki
i guess u set it at half of real cores
no i set it to 3 always
15:26
3 gives really good results already
15:26
on ARM theoretically it can improve efficiency to use more cores
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@Jupstar ✪
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since its not more work
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a intel core 2 duo
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just same work on all cores
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with 3 render threads
15:27
monkalaugh
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XD
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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...
15:38

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...
Avatar

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 ✪ I'm installing https://github.com/KhronosGroup/glslang manually since glslang tools are not available on Debian 9
Khronos-reference front end for GLSL/ESSL, partial front end for HLSL, and a SPIR-V generator. - GitHub - KhronosGroup/glslang: Khronos-reference front end for GLSL/ESSL, partial front end for HLSL...
16:07
Version differences shouldn't matter, right? I just took the latest
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deen
@Jupstar ✪ I'm installing https://github.com/KhronosGroup/glslang manually since glslang tools are not available on Debian 9
ok
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deen
Version differences shouldn't matter, right? I just took the latest
should be fine
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vulkan_core.h does not exist in Debian 9's libvulkan-dev
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does it compile without?
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Yes, well that was easy 😄
16:31
ah no
16:31
just failed a bit later
16:32
/ddnet-source/src/engine/client/backend/vulkan/backend_vulkan.cpp:983:2: error: ‘VkDebugUtilsMessengerEXT’ does not name a type VkDebugUtilsMessengerEXT m_DebugMessenger; ^~~~~~~~~~~~~~~~~~~~~~~~ /ddnet-source/src/engine/client/backend/vulkan/backend_vulkan.cpp:3932:56: error: ‘VkDebugUtilsMessageSeverityFlagBitsEXT’ has not been declared static VKAPI_ATTR VkBool32 VKAPI_CALL VKDebugCallback(VkDebugUtilsMessageSeverityFlagBitsEXT MessageSeverity, VkDebugUtilsMessageTypeFlagsEXT MessageType, const VkDebugUtilsMessengerCallbackDataEXT *pCallbackData, void *pUserData) ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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there is VK_EXT_debug_utils
16:32
a define
16:33
let me add that check
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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...
Avatar
ddnet 16 changelog really has alot of various contributors doesnt it?
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6600bc6 Fix some Windows build warnings - def- a2a64d2 Merge #4856 - bors[bot]
16:50

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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Avatar
GitHub
Click to see attachment 🖼️
lol, and some people mocked me for using gcc 7 😄
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Jupstar ✪
ddnet 16 changelog really has alot of various contributors doesnt it?
yes
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its actually more sad that this is legit c++17 code
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Hm, I guess GCC 6.3.0 doesn't support C++17 as well as expected
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anyway
16:54
2023 debian 9 dies
16:54
then we upgrade xdd
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mark these words
16:56
aPES4_Noted
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Jupstar ✪
ddnet 16 changelog really has alot of various contributors doesnt it?
is it possible to see the changelog already?
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not as a log, but as commits
17:06
[ddnet/ddnet-web] New branch created: pr-16.0
17:08
3341fb1 Fail when shader can't be compiled (fixes #4857) - def- 8adc1ca Fix Debian 9 compilation - def- ed9f285 Only try exe on Windows - def- f95cc6c Merge #4858 #4859 #4860 - bors[bot]
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Tater
is it possible to see the changelog already?
17:11
3cbf4ae Version 16.0 - def- 7c1d867 Fix some Windows build warnings - def- 1731e0e Fail when shader can't be compiled (fixes #4857) - def- ff9b1fd Fix Debian 9 compilation - def- 1ece6e5 Only try exe on Windows - def- 135760b Fix GCC 6.3.0 compilation - def- bf2225c Check if debug utils are available - Jupeyy
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nice i already enjoy the 1 trillion crash logs we'll get now xd
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Better than crash reports without crash logs
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"It crashed, I did nothing special" is pretty annoying to debug
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true
17:14
lets hope drmingw works good enough. I only tested it a bit yet with a friend^^
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462e43e Fix GCC 6.3.0 compilation - def- 87c888d Merge #4862 - bors[bot]
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DDNet 16.0 is supposed to release in 1 week, assuming no bad bugs are found. Please test the Release Candidate to prevent problems being only discovered after release. Report bugs in the #bugs channel on DDNet Discord or directly on Github: !153449066-38d8741b-60c1-4c0c-ba50-57cc07aa2f9d ![155854241-9e07a5b2-1915-41d4-86c9-b2084ff6b929](https://user-images.githubusercontent.com/2335377/15...
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WIP accurate gameskin SVG building from the ground up to make it as grounded and close as possible
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woah vulkan backend :D
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cool, @mind ^ 😄
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@Jupstar ✪ i can use it on wayland without any tweak right?
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should just work ™️ i had crashes tho
17:51
but not in the driver
17:51
in the window manager xD
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well kde wayland is not really finished
17:52
so i guess thats fair
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wayland bloat X ez
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xd
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do u rly use wayland
17:52
with locked vsync
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yeah thats the K.O. argument still xd
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@Voxel you only need to do the hammer, I already have all the other stuff 😄 (I even have a hammer, but I used the old 0.6 game.png for it)
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@Ryozuki yeah i don't feel any lag
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xd
17:53
vsync war
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@Ryozuki i use sway with freesync i dunno does it makes difference
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mind
@Voxel you only need to do the hammer, I already have all the other stuff 😄 (I even have a hammer, but I used the old 0.6 game.png for it)
Oh alright! Thanks for telling
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@Learath2 join the war
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@mind team up xd
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What are we fighting about?
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ah nothing special. the old ppl like vsync xd
17:54
or dont notice xd
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I don't want to, because Jupstar is too mean
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old ppl aka 27y old +
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the old "ppl like vsync"
17:55
xd
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Would it be possible to add a option to sort the scoreboard by ID? It would help identifying people right next to eachother more easily
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died to the bird ahead
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murpi
Would it be possible to add a option to sort the scoreboard by ID? It would help identifying people right next to eachother more easily
@Jupstar ✪ make a algorithm that adds arrows to names in a smart way and names are separated
17:56
2222 ddnet
17:56
hud
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or maybe just that the tee you hover over has its nameplate on top
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yeah a cursor mode would be nice
17:56
for scoreboard and spectating
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Following the one week delay to the release schedule, Linus Torvalds issued the Linux 5.17 stable release a short time ago.
17:58
pog
17:58
poggers
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8a8cd87 Check if debug utils are available - Jupeyy eb51f9c Merge #4861 - bors[bot]
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amd is such a huge contributor in linux kernel xd
17:58
nvidia should take notes
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amdgpu is like 2-3mios isnt it
17:59
- Most significant on the AMD side is the new AMD P-State driver for Zen 2 and newer systems with ACPI CPPC support exposed by the platform. AMD P-State is aimed to provide greater desktop/mobile power efficiency than the ACPI CPUFreq driver. I'll have out some fresh benchmarks soon.
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for me my motherboard is still the most unefficient thing xD
18:00
cpu and gpu are ok
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if u own a M1 mac turn to freedom with https://asahilinux.org/
Porting Linux to Apple Silicon
18:01
stallman will smile at you
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xd
18:01
xd
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yeah i hope they have a working vulkan driver soon xddd
18:02
finally gotta see what M1 can do
18:04
ngl best feature of ddnet 16 is select search string on CTRL+F XD
18:04
i use it so often
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is that for the server browser search?
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yes
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is the New Vulkan graphics renderer in nightly ?
18:21
i dont have it yet
18:22
only in rc1, will be in nightly in 6 hours 😉
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alright thanks! i really want try it out
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since we build nightly at fixed times, but release candidates when we prepare for a new release
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so its in the release canditates now? ok ill try it out
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ok i have like 10% more fps and they are waaaaay more stable! i like that!
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yeah the 2nd point is where vulkan shines
18:28
much better frame times
18:30
more fps in CPU bound scenarios mostly so opening scoreboard or many tees visible
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another mate has from 2.5k fps to 4-5k
18:30
LETS GO
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i have a problem with the client, after some time i get fps lags, but if i switch resolution it fixes itselfi have a problem with the client, after some time i get fps lags, but if i switch resolution it fixes itself
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ryozucki posted the solution
18:35
xd
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WHERE D.D
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use release candinate see #announcements
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Enabling Vulkan and then opening DDNet with DDNET_DRIVER=GLES. A new "custom (Vulkan 3.0.0)" pops up
18:41
image.png
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@Jupstar ✪
18:41
monkalaugh
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yeeah not really a bug
18:41
you are free to set the driver version
18:41
since DDNET_DRIVER is set manually
18:42
you can also do gfx_backend Ryo-OS
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is it called vulkan because your computer will melt afterwards?
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if you are german yes
18:43
or is vulkan also french?
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@Jupstar ✪ vulkan logo is made by AMD and DICE
18:43
xd
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nice xd
18:44
vulkan is generally made by AMD
18:44
mental api
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mantle
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but is it normal that I have sti lag with the good pc?
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well vulkan sounds and looks like volcan in french
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and vulcanology is volcano science
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Chairn
well vulkan sounds and looks like volcan in french
in german its literally vulkan xd
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literally cast from the hell forge 😄
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Paralix
but is it normal that I have sti lag with the good pc?
can happen thorugh: overheating bad PSU broken hardware(not correctly attached)
18:45
update drivers
18:45
ah
18:45
and i read disable discord on windows
18:45
few ppl swear on it
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now i try the beta client
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yeah maybe vulkan can fix it
18:46
opengl support is really dated
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do i need to install a lib to compile new version?
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git submodule update
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i just made a fresh clone
18:50
with recurse-submodules
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what does it complain about
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COMMAND;GLSLANG_VALIDATOR_PROGRAM-NOTFOUND;
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ah
18:50
i see the bug
18:51
do git revert ed9f285071ac0296ac5545c5769b70fe46908238
18:51
and tell me if it works
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that's my hash 😦
18:52
doesnt work
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ok weird
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what OS are you on @Chairn ?
18:52
On Linux, yes, dependencies required
18:52
they are in README.md
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i think chairn is on old debian
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he is on windows
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at least last time we talked xd
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no, im on ubuntu18.04 right no
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ubuntu 20 needed
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or install glslangvalidator manually
18:53
ubuntu 18 dies in april
18:53
no need to support xd
18:54
ok 2023
18:54
but still xd
18:54
why old stable on desktop pc
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Texnonik reports:
mapping when you slice quad and then press on " Square " it rotates this qauds
!bf49fd5020f79559cc7ba1e105e3e4cc @HiRavie could this be caused by your change?
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this one?
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Jupstar ✪
ok 2023
yup 5years LTS
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yes i think so
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yeah, I also built that @Chairn
18:57
for the official build vms
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ah it seems to work
19:00
building ddnet now
19:02
well run_tests still fail
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we used ubuntu 18 ci until 2h ago
19:03
what does fail?
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src/test/scores.cpp
19:03
Compiling the target run_tests fails with both gcc and clang on the file src/test/score.cpp. cmake -DDEV=ON -DDOWNLOAD_GTEST=ON -DTEST_MYSQL=OFF -GNinja .. && ninja run_tests I do h...
19:04
just tried with the fresh clone and same results 😦
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just update to ubuntu 20 xD
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update on the hammer: so far the fault% is very subtle, but still noticeable when comparing in game
👌 2
19:17
this is extremely difficult LOL
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that doesn't look too accurate justatest
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timakro are you there?
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[quakenet] ChillerDragon BOT 2022-03-21 19:33:09Z
19:33
aaaaaaaaaaaaaaaaaaaaaaaaa
19:34
someone forgot to gitignore dat bitsh
19:35
@jupjapjatsur
19:35
SOS
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#questions come 2s
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:o the vulkan renderer is fast 5000 fps -> 8500fps
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Tater
:o the vulkan renderer is fast 5000 fps -> 8500fps
wtf 8500 is good, are you on windows or linux?
20:04
I have a 3070 and 5600x
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ok nice
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it's a bit overkill for teeworlds xD
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true, but nice fps xd
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0.075ms less input delay
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ez xd
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.cache is for clangd vulkan_shaders_sha256.txt also added build*/ for all build dirs. Is there any drawback why we don't do that, is it bad style to do that? I have quite a lot of stuff in my build dirs callgrind info and so on fixes #4865

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 es...
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chillerdragon how fast are u
20:29
what bot do you have xD
20:29
one that write poggers on linked issues xDDD
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Ravie
that doesn't look too accurate justatest
i wish there was an easier way to compare the base and the svg with inkscape ...
20:36
i know exactly what type of thing id want but its too much to ask for tbh
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[quakenet] ChillerDragon BOT 2022-03-21 20:41:29Z
@Jupstar ✪ i always got github open on 2nd monitor and mostly there is my last issue/pr the power of ajax gives me instant feedback even while playing tw xd
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The big jupstar updatepoggers
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[quakenet] ChillerDragon BOT 2022-03-21 20:42:56Z
pogstar
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DDNet (Teeworlds) runnin with Lua script right?
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[quakenet] ChillerDragon BOT 2022-03-21 20:44:04Z
?
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xD now comes the programming language war
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[quakenet] ChillerDragon BOT 2022-03-21 20:44:16Z
fak irc got no reply support
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@Ryozuki @Learath2 come
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[quakenet] ChillerDragon BOT 2022-03-21 20:44:29Z
bash > lua
20:44
change my mind
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rust > lua
20:44
change ryos mind
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[quakenet] ChillerDragon BOT 2022-03-21 20:44:41Z
bash > rust
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lua is like a bad dream
20:44
factorio uses lua for modding
20:45
thats why i never modded factorio
20:45
sad life
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xD
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[quakenet] ChillerDragon BOT 2022-03-21 20:45:14Z
bam uses lua so lua is great
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xdd
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[quakenet] ChillerDragon BOT 2022-03-21 20:45:25Z
#makeddnetbamagain
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chillerdragon still bam support
20:45
til the end
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[quakenet] ChillerDragon BOT 2022-03-21 20:45:35Z
yes
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i just was wandering
20:45
greenthing
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[quakenet] ChillerDragon BOT 2022-03-21 20:45:45Z
i wish we had 3 build systems
20:45
bam, autoconf and cmake
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auto make
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[quakenet] ChillerDragon BOT 2022-03-21 20:46:15Z
autoconf is nice because it uses shell
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bro
20:46
plsss
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[quakenet] ChillerDragon BOT 2022-03-21 20:46:26Z
shell is always good
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i only say that if we used rust we wouldnt see deen creating issues with segfaults
20:46
BASED
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[quakenet] ChillerDragon BOT 2022-03-21 20:47:03Z
lol
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but with panics xd
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way easier to debug
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[quakenet] ChillerDragon BOT 2022-03-21 20:47:17Z
its not a c++ issue
20:47
its a deen issue
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xD
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[quakenet] ChillerDragon BOT 2022-03-21 20:47:28Z
if he wouldnt create them all would be good
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xd
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well its cuz its only deen who makes issues with segfaults
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ez
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cuz he has the servers
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well, i get lower fps on vulkan strange :d
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wayland monkalaugh
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[quakenet] ChillerDragon BOT 2022-03-21 20:48:57Z
how to test da vulkan that gave me so many headache during merge ?
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what is wayland relevant ? :D
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cuz it locks ur vsync
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You guys know why i get CMake Error at CMakeLists.txt:614 (message): You must install Vulkan libraries to compile the DDNet client even tho i installed it and the env flag is set?
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i get pretty much same fps between x and wayland for vk
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[quakenet] ChillerDragon BOT 2022-03-21 20:49:52Z
i use X11 BTW
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nori u had AMDGPU right?
20:50
radeonsi is simply better in GPU bound
20:50
i use amdgpu too
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no i mean it's lower then my display speed
20:50
yeah i use amdgpu
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JavaScript is required to view these results or log-in to Phoronix Premium. Dota 2 at 1080p showed the RadeonSI performance generally leading over the unofficial RADV Vulkan driver.
20:50
bit dated
20:51
but probs never caught up
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i feel thats a lie
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so to sum up depends on the task
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2017 is old
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yeah but open scoreboard on 64p server with vulkan and OGL
20:52
then u see how vulkan crushes OGL
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i just zoomout to test it
20:52
i had 300 fps on opengl and 30 fps on vulkan
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zoom out is gpu bound, but thats really bad fps
20:53
i have almost identical
20:53
dunno, try to update driver i guess xd
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it's rolling release distro so latest :D
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then downgrade xD
20:53
or try x xD
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nah i am very happy with wayland
20:54
no compositor configuration or no tearing
20:54
happy
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ok lets not start this again xD
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lmao vsync
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just file a bug report
20:54
on amd's freedesktop gitlab
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it doesn't matter vsync or not if you don't feel lag
20:56
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btw i also bought amdgpu to use wayland so i am never gonna back to xorg xD
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yeah idc tbh xD
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u cant buy amdgpu
20:57
its a free driver
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but i have amdgpu and good fps xdd
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Ryozuki
its a free driver
troll
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the wayland devs not allowing to disable vsync is just being jerks
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[quakenet] ChillerDragon
autoconf is nice because it uses shell
You know automake is called autohell for a reason right? 😄
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they just trolls xd
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Ryozuki
the wayland devs not allowing to disable vsync is just being jerks
It's "I know better than the user syndrome", I bet wayland is a freedesktop.org project
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"It won't break the principle of "every frame is perfect" for anything but games; any sane non-game application will never even consider an immediate presentation mode and most compositors will ignore the request for any non-fullscreen windows. " This is simply a k.o. argument
21:00
not like my compositor doesnt also do vsync, it just gets disabled on games
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I know another freedesktop.org project that knows better than all users
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go ahead
21:01
i love these flame wars xd
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its initrc
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s*stemd
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xDD
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gentoo is bloat cuz u have to download sources
21:01
so it bloats
21:01
troll
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jokes on you, you can actually not keep sources with a simple portage patch
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its actually a bit bloat because with the 3rd stage u get manuals in shitload of languages u dont know
21:03
half the unzip time is manual lang files
21:03
xd
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heyo, is this a new update with 16.0 where if you spectate someone, you can still see yourself on scoreboard, you dont go into Spectators section
21:04
intentional or bug?
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probably something to do with [Server] Fix specteam 1 not showing teammates while spectating/freecam in solo [sjrc6]
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for me it still puts me in the spectators
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i think that's a good change anyways tho
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Tater
for me it still puts me in the spectators
in rc1
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release candidates, #announcements
21:07
I'm using that
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for reference
21:08
new vs old
21:08
21:10
you're right huh
21:16
if I build the client myself I don't get this issue, only from the steam version
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lol true
21:17
weird stuff
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Hi, do you know, is it possible to create by default disabled laser doors, disabled laser hooks, etc. on switch layer? I know that it is possible to set a turn off tile on way earlier on the map, but this is not suitable in my case. If this is not possible, maybe someone knows how incompatible it would be to add a switch button (default on/of) (same way as number and delay field placed) for this behavior to the editor? Or maybe add one more door tile that disabled by default. Does it make sense to create an issue?
21:22
there's a command for that
21:22
wait 1min
21:22
21:22
look the last line
21:23
switch_open [number of the switch]
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aha, so it's configurable for whole map
21:23
https://ddnet.tw/settingscommands/ here if u need some other infos like this one (edited)
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thank you
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@deen I added the 3 missing lines for the french translation. Feel free to ping me if I missed something c(^-^c)
20.83 KB
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bencie
new vs old
@c0d3d3v is this intentinal?
21:43
ah yeah it is
21:45
@bencie here are his thoughts, if you crazy enough to read all xdddd https://github.com/ddnet/ddnet/pull/4802#issue-1166372231
Fixes #259 Because my changes have some effects on the display and thus people who like it as it was could bother, I have described my changes in detail here. Until now it was the case that players...
21:45
its a whole speech about spectator mode
21:45
justatest
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huh, so why isn't that change included when I build, do you get the same result @Jupstar ✪ ?
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Tater
huh, so why isn't that change included when I build, do you get the same result @Jupstar ✪ ?
its only activated for ddnet16 version codes
21:50
why tho xD
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Tater
why tho xD
its a server side feature
21:59
or check
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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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bencie
new vs old
Yes, this only works if you have the new client and the server also uses the new code. With old servers you will still be hidden and displayed in the Spectators team.
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Is it correct that you can't use a ddnet client on a 0.7 vanilla server but a 0.7 client on a ddnet server?
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29726dc Fix queries for MySQL 8.0 - srdante 22f2f8b Fix Top command showing multiple ranks for the same player - srdante 2edeb21 Change scaped Rank name to Ranking - srdante 4023870 Fix ShowRank() ranking order by - srdante 4388260 Merge #4849 - bors[bot]
Exported 776 message(s)