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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 2022-03-22 00:00:00Z and 2022-03-23 00:00:00Z
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[quakenet] _23 BOT 2022-03-22 01:39:36Z
yo
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indicate map finish
06:45
translate
06:46
to rus
06:46
Выделять финиш. карты
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actually i think it will be great if we add a shortcut here to let player join tutorial server incase they want to join again / accidently skipped, or new player that didnt familiar with the server browser UI able to join it easily. either add a new button or replace this both i think is good to have
f3 3
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@nori btw you do use RADV? or AMDVLK? maybe you could test the one you dont use ^^
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af9b144 Add some files & dirs to .gitignore - Jupeyy 27e3250 Merge #4866 - bors[bot]
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T tee
@deen I added the 3 missing lines for the french translation. Feel free to ping me if I missed something c(^-^c)
nice , also Run on join == Éxécuter en joignant not better to put " Executer en rejoient ? (edited)
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"joignant" cest pas fou je trouve (edited)
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Tu proposes quoi?
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@T tee parlez english ici, ya uniquement dans #off-topic
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ok ok sorry
09:03
come off topic
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I'll be back in ~1h but ok
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ed47a85 Disable vulkan & ffmpeg if client is off - def- cc73d28 Merge #4867 - bors[bot]
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cheeser0613
actually i think it will be great if we add a shortcut here to let player join tutorial server incase they want to join again / accidently skipped, or new player that didnt familiar with the server browser UI able to join it easily. either add a new button or replace this both i think is good to have
Yes, also when you first start without internet, it just skips the tutorial without an error message. This might be very confusing.
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@Ryozuki yo have you touched platform-dependent dependencies before? I'm making twmap wasm-compatible rn, so I switched from zlib-sys to flate 2 with the zlib backend, and for wasm flate 2 with the rust-native backend https://doc.rust-lang.org/reference/conditional-compilation.html ^ this leads me to believe my dependencies should look smth like this: [target.'cfg(target_family = "wasm")'.dependencies] flate2 = { version = "1.0.17", features = ["rust_backend"] } [target.'cfg(not(target_family = "wasm"))'.dependencies] flate2 = { version = "1.0.17", features = ["zlib"] } However, this apparently isn't it yet. However my observations while fiddling around a bit seem so damn contradictive that I wanted to see if you might have an idea: with the configuration above, both the wasm and non-wasm build use the zlib backend if I remove the first two lines, the wasm build fails due to flate2 being an undeclared crate or module and the non-wasm build succeeds If I change the zlib to rust_backend in the bottom two lines both wasm and non-wasm builds use the rust_backend
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It would be nice to support target-specific features for cases such as when certain functionality is only available on one platform or the default set of functionality should vary per-platform.
10:56
maybe try this
10:56
but idk
10:56
why not use rust_backend always
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so that the native build produces the same map files as the client
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@deen fixed version (don't take in account the previous version I sent)
20.85 KB
10:59
@M8 Narke check it too, just to see if i didn't miss anything
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that seems to be the features of the own crate, no?
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@T tee Show quads == Afficher les quads quads ?
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It's a mapping thing
11:36
If you know a bit about mapping
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ho ok ok so quad we do nothing
11:36
and look off topic
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we have 2 "plein ecran" (fullscreen) but idk what to put for the first one ? cuz its look like fullscreen but with no res option . so im kinda lost for the translation ... @T tee
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Ok i'll look into it this afternoon
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yep okay !
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@M8 Narke if it helps
  • It doesnt minimize
  • it always uses the video mode(resolution, color depth etc.) from your current desktop setting
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Help devs. Cmake is complaining about vulkan, what i'm missing? Trying to compile on Windows, with Visual Studio
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git submodule update
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Do I need Vulkan SDK or something?
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no
12:43
git submodule update
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Is there any real reason why teeworlds hsl color sliders values are max 255, 255, 255 instead of 360°, 100%, 100%
12:49
Wouldn't 360 instead of 255 provide a bigger color range rather than rounding it
12:49
if its even being rounded
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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 ✪
git submodule update
git submodule update returns nothing. git status returns:
On branch master Your branch is up to date with 'origin/master'.
>
nothing to commit, working tree clean
Error is:
1> [CMake] CMake Error at cmake/BuildVulkanShaders.cmake:167 (message): 1> [CMake] COMMAND;ddnet/ddnet-libs/vulkan/windows/lib64/glslangValidator.exe;--client ...
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can you look manually if ddnet-libs/vulkan/windows/lib64/glslangValidator.exe exists?
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ddnet-libs is empty
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git submodule init git submodule update inside the root ddnet dir
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on going...
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you can build without ddnet-libs, but then you need to install all dependencies manually, like vulkan sdk
13:20
especially on windows easier to use ddnet-libs
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So I'm trying to setting up with ddnet-libs
13:23
now it's cloning
13:24
wtf windows cmd needs double enter to start command
13:26
i was staring at screen monkalaugh
kek 1
13:27
That problem was solved, thank you. Still missing python, but I'm one step further
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@T tee for the first "plein écran " just put " bureau plein écran " feel like its the best word we can use . spanish translation have this one too so yep prob the best translation . and then i think french translation is go to go !
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add translations for Skip Tutorial & Join Tutorial Server

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 memche...
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has anyone noticed the maximum nameplate size is kinda ridiculous? (edited)
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xd it grows
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d6638cd hungarian.txt tutorial translations - bencie 8fd0617 Merge #4869 - bors[bot]
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you gotta think about the visually impaired people
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Tater
has anyone noticed the maximum nameplate size is kinda ridiculous? (edited)
i dont think anyone uses that setup and if they do then they deserve to melt in acid
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yeah, but I'm trying to figure out the maximum size to optimize the nameplate drawing a bit. also W is a lot wider
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u'd need to look in the fonts what glyph is the widest
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I tried that but most of other fonts are limited to 6 charecters
15:35
idk
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btw i'd not change the nameplate text rendering
15:35
vanilla/fng ppl will hate u
15:35
the ddrace stuff can be changed xd
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I'm just making them not render offscreen, it's a big performance boost
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its not game relevant
15:35
oh ok
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if you use /showall every nameplate renders
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they save how big they are
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oh they do?
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yes
15:36
the width, and the height can be added to, or use the font size
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ecbb9c7 Update French translations (by T tee) - def- 744fafc Merge #4868 - bors[bot]
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idk it's a lot simpler to just assume all the nameplates are massive, the difference in performance of checking the size based on the font will be nearly zero
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It seems difficult to measure the fps from the ingame graph or fps counter so these numbers are from NVidia fps overlay FPS on full mutltieasymap server, fullscreen, vulkan renderer /showall 0 - 4500 /showall 1 - 2100 /showall 1 (after preventing offscreen render) - 4200

Checklist

  • [x] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [x] Tested in combination with possibly related configuration options
  • [ ] Written a unit test if it works stan...
16:35
@Jupstar ✪ more fps
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who uses showall xD
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everyone I know
16:38
you can see all the tees in your demos
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mhh
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Tater
idk it's a lot simpler to just assume all the nameplates are massive, the difference in performance of checking the size based on the font will be nearly zero
how did you come to this assumption?
16:42
there are pre calculated
16:42
it will probably even outspeed your version
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the only difference will be in the tees/nameplates which are very close to the edge of your screen which will probably never be more than a few
16:42
also 80-90% of the speed up came from not rendering the tees
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random values are always bad
16:43
something will break
16:44
idk if you think it can be better go ahead, I'm not sure what the best way to get a constant for the maximum size of a tee or nameplate is
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Tater
yeah, but I'm trying to figure out the maximum size to optimize the nameplate drawing a bit. also W is a lot wider
best on this image i'd take the maximum of name, clan, heart, ID, this weird health hud thing, hook strength quad, hook strength ID
16:46
and the height should be known (edited)
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idk I guess
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Tater
has anyone noticed the maximum nameplate size is kinda ridiculous? (edited)
jup but its not default ... xD you probably would not use all the features at once
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yeah, it's not any issue just funny
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@Jupstar ✪ why does it break when you zoom in? for me it still works
17:07
does it depend on screen resolution?
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possible
17:07
my nameplates might have higher resolution
17:07
and thus more outline
17:07
and maybe freetype also renders the glyphs different
17:08
but i bet it evn breaks for you
17:08
400 sounds too less for the whole range on your image
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idk I can't get it to break no matter what I do, but it could be increased I suppose. I'm not sure what the best solution is
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is it possible to move the folder of teeworlds in %appdata% where u want to?
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You can edit the storage.cfg and set a path instead of $USERDIR
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chillerdragon BOT 2022-03-22 17:53:54Z
What hack client shows health above tees? (@Tater)
unknown.png
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chillerdragon: cl_namesplates_ha
17:55
I think it's only supposed to render on your own tee but it's kinda buggy
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chillerdragon BOT 2022-03-22 17:55:23Z
Wait is that actually a ddnet feature?! Lmao why
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vanilla probos
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chillerdragon BOT 2022-03-22 17:57:07Z
Time to pr against teeworlds to Autoban ddnet cheat Clients axaxaxa
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[quakenet] ChillerDragon BOT 2022-03-22 18:12:41Z
I always felt like an pinoneer thinking of github as a proper mainstream socialnetwork page. But now that they literally implement tiktok features its official.
18:13
18:13
veri quality recommendations xd
18:16
double free or corruption (out)
18:16
[2022-03-22 19:16:14][graphics]: converted image (null) to RGBA, consider making its file format RGBA
18:16
Aborted (core dumped)
18:16
aaaaaaaaaaaaa watafaka
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no data directory?
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[quakenet] ChillerDragon BOT 2022-03-22 18:19:21Z
idk man lets investigate
18:19
what a welcome home tho...
18:20
am i allowed to blame vulkan? xd
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why xd
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[quakenet] ChillerDragon BOT 2022-03-22 18:24:44Z
idk i somehow want to
18:25
did image loading change?
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copied latest data dir?
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[quakenet] ChillerDragon BOT 2022-03-22 18:32:12Z
ye ye i did a yay ddnet-git again yesterday i was missing the new icons :)
18:32
but ddnet launches fine today
18:32
its my custom client trying to load my hentai images
18:32
DDraceNetwork, a cooperative racing mod of Teeworlds - ddnet/graphics_threaded.cpp at fbeba9eb5fda781b935575a1b1561c3f74f1e5a1 · ddnet/ddnet
18:32
malloc(): corrupted top size
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if you thing its one of your images, and not your code replace one image in ddnet and see if it crashes then
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[quakenet] ChillerDragon BOT 2022-03-22 18:34:11Z
its the same image that worked yesterday
18:34
only chabnge i did since yesterday was another merge with ddnet
18:36
it indeed seems to be the image i reduced my images to 2 and it launched just fine. Maybe its some broken png or a bug in libpng
18:40
does not seem like its worth debugging that. Ill just ffmpeg the shit out of those images if i need em and remove my data folder for now
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just send the image
18:40
i'll debug it
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[quakenet] ChillerDragon BOT 2022-03-22 18:42:33Z
eeeee
18:43
when i said hentai i was not really serious its something less sharable actually xd
18:43
if ur really motivated to debug and want to make sure ddnet never could potentially run into any image loading related crash bugs feel free to slide into my matrix or irc dms
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idc about image, i just dont want stupid bugs xdd
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chillerdragon BOT 2022-03-22 18:47:31Z
come matrix dms
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@Jupstar ✪ How many open source games use vulkan btw? I found https://github.com/vinjn/awesome-vulkan#apps and the list is pretty small
Awesome Vulkan ecosystem. Contribute to vinjn/awesome-vulkan development by creating an account on GitHub.
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i dunno, but emulators use it dolphin yuzu is dota2 open source?
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no, most of the links are not
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ok i think vkquake2 also has raytracing
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chillerdragon BOT 2022-03-22 19:06:43Z
Seems like the new ddnet client or new libpng or whoever is responsible stopped supporting png images without alpha layer
19:07
nvm scratch that theory
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it should be just converted not unsupported
19:08
4 byte alignment
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chillerdragon BOT 2022-03-22 19:08:01Z
adding a alpha channel in gimp and exporting seemed to have changed something else
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sometimes gimp will export it as indexed png
19:09
which we don't support
19:09
I think it can be explicitly changed in gimp
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chillerdragon BOT 2022-03-22 19:10:07Z
gimp export fixed the image tho
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chillerdragon I guess #4756 is the change
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src/game/client/components/skins.cpp is using some fixed step suitable for RGBA png but it can be given a RGB which surprisingly doesn't crash it. Anyway, RGB pictures cannot be used as skins: ...
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chillerdragon BOT 2022-03-22 19:15:43Z
sounds like
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nono its since vulkan renderer that images are generally converted vulkan doesnt like RGB, bcs 3 bytes alignment is weird
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but it accepts RGBA, not RGB
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yeah but i doubt anyone ever used a RGB skin xD
19:16
thats just some blocks xD
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ofc it's useless
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chillerdragon BOT 2022-03-22 19:17:08Z
wget -O data/countryflags/AD.png https://zillyhuhn.com/cs/.1647976588.png
19:17
this boi is crashing
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true
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but tbh I also see no reason to not allow RGB if it's converted
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chillerdragon BOT 2022-03-22 19:19:31Z
its not a RGB issue
19:19
i removed the alpha channel from an existing flag turned it back into RGB and it loaded fine
19:19
something else is off with this image
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can I see the funky image? maybe it has some weird properties
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chillerdragon BOT 2022-03-22 19:21:06Z
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24 bit depth might be the issue
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mh yeah
19:22
its bcs country flags have no name
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chillerdragon BOT 2022-03-22 19:24:02Z
is there some cli command that shows me how much depth an image has?
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you can see it in gimp
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chillerdragon BOT 2022-03-22 19:28:51Z
soo much effort
19:29
i give up xd
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thanks to @ChillerDragon for finding this

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
  • [x] Considered possible null pointers and out of bounds array indexing
  • [ ] Changed no physics that affect existing maps
  • [x] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.c...
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chillerdragon BOT 2022-03-22 19:31:42Z
i didnt rly find this xd
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idc you need the likes and followers
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chillerdragon BOT 2022-03-22 19:32:32Z
can't argue with that
19:32
maybe its the ratio of the image?
19:32
nah doesnt make sense either
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how do I use fix_style, I get Found no clang-format 10
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why is my profile pic on matrix so low quality xDD looks horrible
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chillerdragon BOT 2022-03-22 19:33:10Z
install clang-format 10
19:33
@Tater: what distro are you on?
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i think we use clang 11 already
19:33
or 13? xd
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i have a question abt the copyright of maps and if you can use them if certain factors are fulfilled
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good for u
19:46
u should be more specific because it depends which maps youre talking about
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chillerdragon BOT 2022-03-22 19:46:36Z
my maps are strictly lgpl licensed
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louis
u should be more specific because it depends which maps youre talking about
am i allowed to host a map that is redesigned, while the guy who redesigned it doesent want me to host the map even tho his credits are still on the map
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chillerdragon BOT 2022-03-22 19:55:10Z
clb?
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JustArtur
am i allowed to host a map that is redesigned, while the guy who redesigned it doesent want me to host the map even tho his credits are still on the map
well if the guy doesnt want you hosting, wouldnt it be unfair to them if you just did it? \
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i mean its not his map but he just redesigned it
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emphasis on doesn't want you to host the map also this is the channel for game development
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JustArtur
i have a question abt the copyright of maps and if you can use them if certain factors are fulfilled
Not like you care about the law. Just go for it
21:10
Nor will anyone be able to enforce it realistically. Who is wasting money to sue someone for hosting a tw map?
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based learath monkalaugh
21:22
do you get masterserver ban if you violate copyright?
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Do you think Dune that doesn't care about a crime with actual jail time will care about copyright violations? 😄
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whats up with dune btw
21:30
why doesnt he react to it
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cant heinrich masterban
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vacation
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fokkonaut
whats up with dune btw
from what i can see it seems like all og teeworlds devs just dont care about the game
21:31
or at least dont care about the community
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louis
cant heinrich masterban
he can, but sooner or later he won't be able to if his decisions keep going against dunes as oy is more aligned with dune than heinrich
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we should plan a coup
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just need to get the http master server done then we can enforce whatever masterserver policy we want with our 2000 or so players on our client
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we should ban from http master
21:35
we got control over that
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Actually now that I think about it that is viable
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who controls the master server?
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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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Tater
who controls the master server?
A service for displaying and analyzing the status and statistics of Teeworlds servers and players
22:45
then you have ddnet having https masters
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woah that's a fancy site
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chillerdragon
is there some cli command that shows me how much depth an image has?
file
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Learath2
Actually now that I think about it that is viable
where is https master code located btw?
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DDraceNetwork, a cooperative racing mod of Teeworlds - ddnet/src/mastersrv at master · ddnet/ddnet
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@Chairn this doesn't look like https masters
23:00
yeah it's not there
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Contribute to heinrich5991/twmaster-collect development by creating an account on GitHub.
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im facing a really weird bug where a call to std::tolower segfault, but std::toupper doesnt...
🦀 1
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okay, i've found the cause and its really fucked up
23:44
there are 2 symbols named tolower
23:45
one is an array definied in src/base/unicode/tolower.cpp and the other is defined in <cctype> and i didn't know this was possible, but linker is actually using the array as a fucking function...
Exported 252 message(s)