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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 2022-04-10 00:00:00Z and 2022-04-11 00:00:00Z
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The demo renders, the audio is normal, but the screen rotates vertically repeatedly and the tees are stuck in place. It does only happens when ddnet is minimized. When ddnet is restored the demo continues normal. https://youtu.be/nzT09mjNpJE Version: 16.0.3 Platform: Windows (Steam)
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how does the map oco works?
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lots of tunezones i guess
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[quakenet] ChillerDragon BOT 2022-04-10 08:38:42Z
@nouaa yea you shouldn't be ashamed about ddnet ... but about discord hrhrhr
greenthing 1
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is it normal that the freeze canon/turret gets influenced by other players in a solo part?
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yes, that‘s why solo server has a separate team for each player
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cant that be fixed?
09:16
it can get really annoying
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is it possible to show wether dummy copy is on or off? (edited)
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Iza
cant that be fixed?
It'd break a lot of maps
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hehe I have a funny bug for you today, which is already for more than 11 years in the code and certainly already noticed by a few. Spoiler in 0.7 it is already fixed. I would suggest we also fix it
11:23
It is about this function our angle: https://github.com/C0D3D3V/ddnet/blob/dbd9c40893a18dccb7f70f0e2bb77c4384877973/src/game/gamecore.cpp#L143-L152 0.7 angle: https://github.com/teeworlds/teeworlds/blob/81c95de3f14b9df1947bf67347784730aba7bed1/src/game/gamecore.cpp#L103 result of the calculation using our function and the new form 0.7: (first column are coordinates) our new 0|1: 201 402 1|1: 201 201 1|0: 0 0 1|-1: -201 -201 0|-1: -201 -402 -1|-1: 1005 -603 -1|0: 804 804 -1|1: 603 603 (edited)
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
DDraceNetwork, a cooperative racing mod of Teeworlds - ddnet/gamecore.cpp at dbd9c40893a18dccb7f70f0e2bb77c4384877973 · C0D3D3V/ddnet
11:24
This is a visual bug 😄 I will make a video
11:24
Since the angle is only used for client side display and not for physics
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[quakenet] ChillerDragon BOT 2022-04-10 11:28:46Z
@jao u still here?
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I have a funny bug for you today, which is already for more than 11 years in the code and certainly already noticed by a few. Spoiler in 0.7 it is already fixed. I would suggest we also fix it It is about this function our angle: https://github.com/C0D3D3V/ddnet/blob/dbd9c40893a18dccb7f70f0e2bb77c4384877973/src/game/gamecore.cpp#L143-L152 0.7 angle: https://github.com/teeworlds/teeworlds/blob/81c95de3f14b9df1947bf67347784730aba7bed1/src/game/gamecore.cpp#L103 result of the calculation ...
11:41
ubsan does not approve shifting the negative values :(
11:42
DDraceNetwork, a cooperative racing mod of Teeworlds - ddnet/editor.cpp at 9c4c49e0b7a8057e594904eed494dcecfe5a3850 · ddnet/ddnet
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Yeah not my fault everyone using C++ is addicted to using ints
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[quakenet] ChillerDragon BOT 2022-04-10 11:42:45Z
this boi sets x 0 and width 64. So it will i2fx(-64) and then ub
11:42
so there could be dragons
11:42
i did post that talk here didnt i?
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[quakenet] ChillerDragon
ubsan does not approve shifting the negative values :(
you can just replace it with multiplication if you care, I already made the commit but I haven't gotten around to making a PR yet
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[quakenet] ChillerDragon BOT 2022-04-10 11:43:21Z
ah nice robyt the ubsan hunter
11:43
ill wait :)
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Multiplication should work as expected indeed
11:44
Hopefully gcc and clang are smart enough to optimize that
11:48
(It is just supposed to be an arithmetic shift, preserving sign. So SAR)
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what @ChillerDragon.* ?
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[quakenet] ChillerDragon BOT 2022-04-10 11:50:47Z
you seem to have added the width and height parameter and changed the thingy
11:51
you meande x and y the center and not the left top position of the quad so i wanted to ask how to fix the ub but seems liek multiplication is the solutuon
11:51
@jao but nice to see ur still alive :)
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Start server and headless client once and see if it gets some ubsan or asan hits. The headless client might have less or different violations of the holy c++ standard but its the best way to get some client code runtime in the CI. Related issue https://github.com/ddnet/ddnet/issues/3050
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See #4970: ``` /home/runner/work/ddnet/ddnet/src/base/math.h:50:11: runtime error: left shift of negative value -32 #0 0x198d955 in i2fx(int) /home/runner/work/ddnet/ddnet/src/base/math.h:50:11 #1 0x197ebdf in CLayerQuads::NewQuad(int, int, int, int) /home/runner/work/ddnet/ddnet/src/game/editor/layer_quads.cpp:47:22 #2 0x18ef8d3 in CEditor::Init() /home/runner/work/ddnet/ddnet/src/game/editor/editor.cpp:6360:18 #3 0xa8e5be in CClient::Run() /home/runner/work/ddnet/ddn...
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deen
lots of tunezones i guess
i meant the fake teleport tiles
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edited client most likely
🦤 1
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fixes #4969 fixes #4138 The problem of #4138 can be seen in the following picture: !image we have a strange angle circle, it was fixed in 0.7. For 0.7 to interpolate correctly between two network packets we should send the correct angle circle. The poblem from #4969 I have already described and follows directly from the wrong calculation. The PR fixes both problems. Here is a v...
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Chairn
i meant the fake teleport tiles
You have to send @Pulsar a gift 😄 then he will tell you
17:44
https://github.com/ddnet/ddnet/pull/4958 has anyone actually tested this? does not work for me?
click_select_layers_iterate_scroll.mp4 Ctrl+leftclick on a tile in the map to select the layer that has tiles placed there. Useful if there are a lot of overlapping layers. Or ple...
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Unlike with deepfreeze you still cannot move when you enable super while you are live freezed.
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chillerdragon BOT 2022-04-10 20:41:54Z
Oh yikes. Works for me ._. What do you try and how does it not work I can have a look tomorrow (@c0d3d3v)
https://github.com/ddnet/ddnet/pull/4958 has anyone actually tested this? does not work for me?
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yo, i noticed that sometimes the sound of the gun was bugged, even with the option "activate gun sound" disabled, it makes the sound
20:51
does anyone reported that issue?
20:53
and it seems to be related to vulkan, because it works as it should with opengl
20:57
nvm, i found out why
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5ba4ddd fix calculation of m_Angle of CCharacterCore - C0D3D3V f25fbce Merge #4972 - bors[bot]
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nouaa
nvm, i found out why
why?
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05bc256 Fix undefined behavior in fixed point number conversion - Robyt3 c14889e Code format: use multiple lines for function - Robyt3 0157dea Merge #4971 - bors[bot]
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deen
why?
well, i suppose it's server side as it works in every servers except one
21:48
like the option can't be disabled in one server (and it's not a ddnet offical srv, so nothing u can do)
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