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 2022-03-24 00:00:00Z and 2022-03-25 00:00:00Z
Get rid of all the shadowing that was reported by both gcc and clang. How both compiler can not see the same though they include same headers is a mystery.
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
i made the best skin renderer (requires firefox & only tested on linux xd)
(with dom.postMessage.sharedArrayBuffer.bypassCOOP_COEP.insecure.enabled true) <-- disable this again after testing
https://aliveclan.de/ddnet/DDNet.html(edited)
Web Workers are a simple means for web content to run scripts in background threads. The worker thread can perform tasks without interfering with the user interface. In addition, they can perform I/O using XMLHttpRequest (although the responseXML and channel attributes are always null) or fetch (with no such restrictions). Once created, a worker...
@Ryozuki now it always works
https://aliveclan.de/ddnet/DDNet.html
just had to change the apache config to send a header to disallow cross origin sharedarraybuffers
I have an Intel i5-6200U CPU and that should have Vulkan support https://www.techsavvy.de/prozessoren/intel_core_i5-6200u/.
I am on Arch Linux 5.16.12-arch1-1 and have installed vulkan-intel. In the nightly DDNet version I still have only OpenGL 3.0.0 to choose from. Does anyone have any idea why this is the case?
I have an Intel i5-6200U CPU and that should have Vulkan support https://www.techsavvy.de/prozessoren/intel_core_i5-6200u/.
I am on Arch Linux 5.16.12-arch1-1 and have installed vulkan-intel. In the nightly DDNet version I still have only OpenGL 3.0.0 to choose from. Does anyone have any idea why this is the case?
I tested both self compiled and the binary from the PR
11:46
11:49
Actually installed is opengl 4.6
11:49
❯ glxinfo | grep OpenGL
OpenGL vendor string: Intel
OpenGL renderer string: Mesa Intel(R) HD Graphics 520 (SKL GT2)
OpenGL core profile version string: 4.6 (Core Profile) Mesa 21.3.7
OpenGL core profile shading language version string: 4.60
OpenGL core profile context flags: (none)
OpenGL core profile profile mask: core profile
OpenGL core profile extensions:
OpenGL version string: 4.6 (Compatibility Profile) Mesa 21.3.7
OpenGL shading language version string: 4.60
OpenGL context flags: (none)
OpenGL profile mask: compatibility profile
OpenGL extensions:
OpenGL ES profile version string: OpenGL ES 3.2 Mesa 21.3.7
OpenGL ES profile shading language version string: OpenGL ES GLSL ES 3.20
OpenGL ES profile extensions:
Jupstar ✪
@Ryozuki now it always works
https://aliveclan.de/ddnet/DDNet.html
just had to change the apache config to send a header to disallow cross origin sharedarraybuffers
I still only get 60 fps (no matter if vulkan or opengl) seems to be some limitation on my system. I used to have more fps, no idea what happened then. Probably a wrong configuration in my system.
[ ] 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...
c0d3d3v
I still only get 60 fps (no matter if vulkan or opengl) seems to be some limitation on my system. I used to have more fps, no idea what happened then. Probably a wrong configuration in my system.
at least above 100 fps (I have set the update rate to infinite)
If I just close ddnet abruptly with Alt+F4 then it takes a long time to close and I get the following output:
/usr/include/c++/11.2.0/bits/stl_vector.h:1045: std::vector<_Tp, _Alloc>::reference std::vector<_Tp, _Alloc>::operator[](std::vector<_Tp, _Alloc>::size_type) [with _Tp = std::vector<CCommandProcessorFragment_Vulkan::SRenderCommandExecuteBuffer>; _Alloc = std::allocator<std::vector<CCommandProcessorFragment_Vulkan::SRenderCommandExecuteBuffer> >; std::vector<_Tp, _Alloc>::reference = std::vector<CCommandProcessorFragment_Vulkan::SRenderCommandExecuteBuffer>&; std::vector<_Tp, _Alloc>::size_type = long unsigned int]: Assertion '__n < this->size()' failed.
[1] 24548 IOT instruction (core dumped) DDNet
If that was not yet known I can also look with UBSAN what that outputs.
Hey, why did u guys made that "Desktop fullscreen" option in the gfx_fullscreen ? Is it for mac users that were blocked without that option, or other important reasons ?
OS: Windows 10 Pro 20H2 Client version: 15.8.1-win64 Radeon software version: 22.1.1 Every time I launch client in windowed mode: gfx_screen_height resets to 1421, despite the value 1440 in setting...
12:20
its also not comparable to bordleress window that uses the fullscreen
12:20
windowed fullscreen uses Windows' dxgi component somehow(dont ask me why and how, but thats the state of art)
c0d3d3v
Nope also happens If I do it not in game but in menu.
Starting the game in "Fullscreen" or "Desktop fullscreen" and switching to "Windowed" will result in a window with no decorations, no border.
Starting the game in "Windowed borderless" and switching to "Windowed" will give borders but the new title will lack the icon for the client.
!image
vs
![image](https://user-images.githubusercontent.com/490500/159917660-acb73e5f-cc4c-4bd0-9ddb-58...
@Jupstar ✪ if the windowed borderless vs windowed fullscreen vs desktop fullscreen is confusing to me, I think it's overwhelming for a normal person just used to seeing "Windowed", "Windowed borderless" and "Fullscreen" in their options from other games
Learath2
@Jupstar ✪ if the windowed borderless vs windowed fullscreen vs desktop fullscreen is confusing to me, I think it's overwhelming for a normal person just used to seeing "Windowed", "Windowed borderless" and "Fullscreen" in their options from other games
@Learath2
Windowed = A window that is part of the WM eco system
Borderless = A window that is either part of WM eco system, or with fullscreen resolution implementation dependent (e.g. Windows does fullscreen optimizations for screens that block the full window(might be disabled by rightclick->properties->compability->fullscreen optimizations), KDE does not allow this in borderless)
Windowed fullscreen = A special mode to allow fullscreen, but act like "Windowed"
Desktop fullscreen = use desktop video mode(this should normally act like fullscreen just without minimize). This is also nativly supported by SDL for easier window managment if you dont care to request video modes etc.
Fullscreen = exclusive fullscreen. for true gamers xdd
@Learath2
Windowed = A window that is part of the WM eco system
Borderless = A window that is either part of WM eco system, or with fullscreen resolution implementation dependent (e.g. Windows does fullscreen optimizations for screens that block the full window(might be disabled by rightclick->properties->compability->fullscreen optimizations), KDE does not allow this in borderless)
Windowed fullscreen = A special mode to allow fullscreen, but act like "Windowed"
Desktop fullscreen = use desktop video mode(this should normally act like fullscreen just without minimize). This is also nativly supported by SDL for easier window managment if you dont care to request video modes etc.
Fullscreen = exclusive fullscreen. for true gamers xdd
Hello,
I'm getting an error while I going to add new file to client/components folder so I added my file and also add that to gameclient.h but i'm getting error like blow,
object of abstract class type "CDropweapon" is not allowed
pure virtual function "CComponent::Sizeof" has no overrider
Also seems we misreport the position of our text box, but I bet most asian people have already gotten used to the IME just appearing in a random corner
so I have a question about one bug (feature?). If you press A/D and go in spec, when you unspec you're still 'pressing' A/D, but if you press enter (to enter the chat) and then enter again to close the chat, you'll 'release' A/D. My fellow tee friend found, that if you remove this ResetInput call in src/game/client/components/controls.cpp, line 262, the bug get fixed.
So the question is: can we safely remove this call? Or somehow modify it? Or was it intentional to have that kind of behaviour?
at least they are relativly stable xd
mesa is best ofc xd
15:45
chillerdragon i dunno, nvidia on linux is gambling anyway, just choose what works best
Lumpy ◐ω◑
so I have a question about one bug (feature?). If you press A/D and go in spec, when you unspec you're still 'pressing' A/D, but if you press enter (to enter the chat) and then enter again to close the chat, you'll 'release' A/D. My fellow tee friend found, that if you remove this ResetInput call in src/game/client/components/controls.cpp, line 262, the bug get fixed.
So the question is: can we safely remove this call? Or somehow modify it? Or was it intentional to have that kind of behaviour?
Get rid of all the shadowing that was reported by both gcc and clang. How both compiler can not see the same though they include same headers is a mystery.
Checklist
Tested the change ingame
Pro...
so I guess, deen added it? but then 'm_PlayerFlags != PLAYERFLAG_PLAYING' got changed to 'm_PlayerFlags == PLAYERFLAG_CHATTING' with comment 'Don't stop movement after opening player list'
so I think A/D snaps in all cases except chatting? still not sure if it's a feature
@deen can you look into it?
As the game crash on start, once people switched, they can't change the renderer option back without twiddling in the cfg file. It should at least revert back to a base graphic renderer.
```shell
[2022-03-24 19:48:31][client]: starting...
[2022-03-24 19:48:31][sdl]: SDL version 2.0.8 (compiled = 2.0.8)
[2022-03-24 19:48:31][gfx]: Created Vulkan 1.0 context.
[2022-03-24 19:48:32][vulkan]: vulkan error: No vulkan compatible devices found.
[2022-03-24 19:48:32][assert]: ../src/engine/cli...
at least above 100 fps (I have set the update rate to infinite)
If I just close ddnet abruptly with Alt+F4 then it takes a long time to close and I get the following output:
/usr/include/c++/11.2.0/bits/stl_vector.h:1045: std::vector<_Tp, _Alloc>::reference std::vector<_Tp, _Alloc>::operator[](std::vector<_Tp, _Alloc>::size_type) [with _Tp = std::vector<CCommandProcessorFragment_Vulkan::SRenderCommandExecuteBuffer>; _Alloc = std::allocator<std::vector<CCommandProcessorFragment_Vulkan::SRenderCommandExecuteBuffer> >; std::vector<_Tp, _Alloc>::reference = std::vector<CCommandProcessorFragment_Vulkan::SRenderCommandExecuteBuffer>&; std::vector<_Tp, _Alloc>::size_type = long unsigned int]: Assertion '__n < this->size()' failed.
[1] 24548 IOT instruction (core dumped) DDNet
If that was not yet known I can also look with UBSAN what that outputs.