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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 2022-04-26 00:00:00Z and 2022-04-27 00:00:00Z
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true == 'true' // true false == 'false'; // false
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Learath2
RISCV revolution when?
VVLIW
04:10
very very long instruction word xd
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Nora
true == 'true' // true false == 'false'; // false
now this one looks like absolute wtf
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Nora
true == 'true' // true false == 'false'; // false
Use Triple equal sign and its fixed
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elon musk bought twitter
kek 1
06:03
Twitter accepted billionaire Elon Musk’s offer to purchase the social media company for around $44 billion on Monday. Musk announced his $54.20-per-share bid for the company on April 14.
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[quakenet] ChillerDragon BOT 2022-04-26 07:36:00Z
@Learath2 any plans to publish your color refactors to upstream?
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[quakenet] ChillerDragon
@Learath2 any plans to publish your color refactors to upstream?
I'm not particularly fond of the color stuff, that's why I didn't mess with it
07:59
Maybe I might try to clean it up
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[quakenet] ChillerDragon BOT 2022-04-26 08:17:11Z
"fond"
08:17
noun
08:17
The background of a design in lace.
08:18
so you dont like the colors in ddnet code?
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[quakenet] ChillerDragon
"fond"
that's french for background
08:47
but "fond of" = liking a lot
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bc80d83 fix WalkTime for negativ positions - C0D3D3V d815fdf Merge #5023 - bors[bot]
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[quakenet] BoopBeepBoop BOT 2022-04-26 10:34:27Z
Someone alive here?
10:36
Anyway, is it normal for someone to use "super" on a server?
10:36
Because I hadn't seen anything like this before.
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boop beep boop
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on test servers yes, on normal servers there is smth similar you can activate in teams with /practice
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[quakenet] BoopBeepBoop
Anyway, is it normal for someone to use "super" on a server?
you can not use super on normal servers, so I would say it is not normal xD
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note that u can get infinite jump and ininite hook on some maps
11:43
many nobos confuse it
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@Ryozuki u missing the drama #5022
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Not sure if we want to, there are some easy functions like this we could take from stdlib now Checklist Tested the change ingame Provided screenshots if it is a visual change Tested in combina...
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@Jupstar ✪ made my comment now
14:28
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nice contribution (edited)
14:28
BASEDHALT
14:28
rly
14:28
its rly stupid
14:28
a dead game holding us back
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tru
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im always annoyed
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a dead game with an unwilling maintainer
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imagine
14:29
the amount of cruft we can remove
14:29
by breaking protocol
14:29
the gameinfo flags
14:29
etc
14:29
networking is a mess
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yeah
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we should break the protocol, and make it extendable and future proof
14:30
so that future mods dont have to monkey patch
14:30
like we did with teeworlds
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yes
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nice to know u agree with me :D
14:30
but i think our saying has 0 value
14:30
xdxd
14:30
fuckyousnail
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it has
14:31
tbh everyone knows that vanilla is dead
14:31
the löast release is already like 2 years old
14:31
before that like 10 years
14:31
oy is simply blocking teeworlds, at some point either the players that care are too old anyway or accept that
14:31
vanilla is basically unmerged robyte solo show xD
14:32
did u know its pretty common
14:32
for pvp games
14:32
to end up dying and getting only players in race gamemodes
14:32
i think this happened to quake
14:32
or smth like that
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and css
14:33
csgo is still famous, but bcs it has tournaments etc
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csgo has surf
14:33
xd
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without that it would probs die too after a while
14:33
yeah css still has active surf too 😄
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well csgo esports is too big
14:33
so it wont die for now
14:33
its the biggest played game in steam
14:33
most*
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yeah
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Ryozuki
i think this happened to quake
nah people still plays vanilla quake
17:04
but i don't think it's much better than we have
17:05
quake vanilla = teeworlds vanilla
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This allows changing FSAA under Vulkan without restarting the client

Checklist

  • [x] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [ ] Written a unit test if it works standalone, system.c especially
  • [ ] Considered possible null pointers and out of bounds array indexing
  • [ ] Changed no physics that affect existing maps
  • [ ] Tested the change with [ASan+UBSan or valgrind's...
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most played quake mod where osp and defrag
19:15
osp modify game physics but is still pvp while defrag is race mode which also allow osp physics
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could /showall on by default ? or could it be a server setting somehow to force it
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Sorah
could /showall on by default ? or could it be a server setting somehow to force it
cl_run_on_join showall 1
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ok thats nice thanks
20:42
but i kinda wanted to force other players too
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u can modify the source code to force it i think
20:47
its probs not nice to force it on a live server if that was ur plan (edited)
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sv_show_all_default 1 (edited)
20:52
@Sorah
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fokkonaut
sv_show_all_default 1 (edited)
that didnt work
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its a server command
20:55
maybe its showall not show_all sec
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nope (edited)
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still not working
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what are you trying?
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to have it as map settings
20:56
you need to set it in rcon
20:56
or via config file
20:56
connot be set from a map
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ohh well
20:56
than it doesnt help me at all
20:56
thanks anyway
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what do you need it for, tho?
20:57
i mean, why do you need others to have it enabled?
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so you can always see lasers/draggers from far away
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you can see them from far away
20:57
as large as your zoom is set
20:58
showall is only for tees
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if i zoom out far i see them again but that weird
20:58
and not really what i want
20:58
but showall does fix the issue with that laser tho
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okay, then you need to give an example situation
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join ig if you have time
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okay
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Soapy Sandwich 2022-04-26 21:10:07Z
There is no way to reset animations when touching a startline. The sync feature seems to have no visible effect. Will we bring back the ability to sync animations?
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@Soapy Sandwich sync is synced between clients
21:12
I know of no good way to sync animations to race time without abrupt changes (like it was before, when it existed)
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I can't figure out why A/UB san is failing on most recent commit, could someone help https://github.com/ddnet/ddnet/pull/4997
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/usr/bin/ld: CMakeFiles/DDNet.dir/src/game/client/components/menus_settings.cpp.o: in function `CMenus::RenderSettingsTee(CUIRect)': /home/runner/work/ddnet/ddnet/src/game/client/components/menus_settings.cpp:642: undefined reference to `CMenus::DoToolTip(void const*, CUIRect const*, char const*, float)'
21:37
not just asan/ubsan failing
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hmm true
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you apparently never declare the function CMenus::RenderTeeSettings with a CUIRect parameter
21:38
*never define
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but the issue comes from DoToolTip
21:39
it was working before I added that
21:40
I'm not sure how I used it incorrectly
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eh, sorry
21:40
DoToolTip is apparently not defined anywhere
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but it's already being used in RenderSettingsTee fine, only when I use it stuff breaks
21:41
21:41
21:42
is it related to the pID?
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no
21:43
the error says that the linker can't find the definition of the function DoToolTip
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but why?
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I looked into the source code and the problem is exactly what I said
21:44
CMenus::DoToolTip is not defined anywhere
21:45
maybe do a search for DoToolTip across the whole code base to understand the problem
21:45
ToolTips got refactored since I made this pr
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Sorah and Soapy Sandwich wanted this for their map. 1. Player hooks are now always shown when attached to a wall or a tee when in your viewing range, no matter how far the tee is away (will get sent now when hookpos is in range) 2. Draggers will be shown when the dragged tees are too far away from the origin. Removed the NetworkClipped() completely and only used the NetworkClipped() checks from the target checks.

Checklist

  • [x] Tested the change ingame
  • [ ] Provided screenshots ...
heartw 1
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b23e60c Allow onfly FSAA change under Vulkan - Jupeyy 69f2425 Merge #5024 - bors[bot]
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heinrich5991
I know of no good way to sync animations to race time without abrupt changes (like it was before, when it existed)
Soapy Sandwich 2022-04-26 22:19:15Z
I would be ok with abrupt changes. I mean I think it would be ideal to have a tile that restarted all animations when you touched it. You could make visual timers for your switches then. Although I imagine that might be a bit of work to pull off and might not get enough use to be worth. I just had a few map ideas that would require animations restarting when touching the start line.
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Noticed in https://github.com/ddnet/ddnet/pull/4997 , wrong positions are apparently used after resizing the window. The CTooltips::m_Tooltips need to be recalculated on window resize.
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Soapy Sandwich
I would be ok with abrupt changes. I mean I think it would be ideal to have a tile that restarted all animations when you touched it. You could make visual timers for your switches then. Although I imagine that might be a bit of work to pull off and might not get enough use to be worth. I just had a few map ideas that would require animations restarting when touching the start line.
yes a tile that is linked to animations to reset them would allow for amazing designs
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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...
Exported 153 message(s)