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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 2022-05-15 00:00:00Z and 2022-05-16 00:00:00Z
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59f403b M oco, A Weapon Finals - ddnet-maps
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@heinrich5991 remembering the topic about static dispatch and code bloat, i remembered a design that exists in rust called enum dispatch
07:01
enum_dispatch provides a set of macros that can be used to easily refactor dynamically dispatched trait accesses to improve their performance by up to 10x.
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Hey i have had a bug for like 4 months on blmapchill basically onky on this map my backeound is green wich is not the normal backeound of the map i have asked countless of people even the develipers of maps and they still have no idea i have deleted all my maps and re downloaded them
10:10
Still doesnt work
10:10
But on all other maps backround is normal
10:10
And im not pressing pg down
10:10
Please help
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With DDNet client? Happens with different GPU renderers too? (Settings -> Graphics)
11:19
708f49c Add 31 € donation by Lem0n - def-
11:25

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 memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undef...
11:36
5925181 Updated unicode script generation - Chairn 2cb4a4d Changed file names to match classic source.c include header.h - Chairn 0cd61e6 Added header guard exception - Chairn 76e6d0b Fix pylint error - Chairn e346e3e Merge #5072 - bors[bot]
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0ff129a Fix /cmdlist output not being shown in chat - ChillerDragon 2693eff Show "No such command" and "Invalid arguments" - ChillerDragon f3e8984 Merge #5126 - bors[bot]
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69e312f CMake/BuildVulkanShaders: Fix check for GLSLANG_VALIDATOR_PROGRAM_FOUND - Kaffeine 9e8c97c CMake: Add an option to enable IPO - Kaffeine f1baf2d CMake: Use GNU gold linker if available (to speedup the build) - Kaffeine f885848 CMake: Enable IPO by default for all platforms except MSVC - Kaffeine 8a65e83 Merge #5076 - bors[bot]
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stop mentioning this trash
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[quakenet] ChillerDragon BOT 2022-05-15 13:06:29Z
hrhr sori
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np we all know you like bot clients xd
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@murpi host a music competition for the background music 😄
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[quakenet] ChillerDragon BOT 2022-05-15 14:03:29Z
When running DDNet-Server it creates a "ddnet-server.sqlite" in the current directory which is nice for multiple servers with different databases and a proper folder structure. But when I as a non server hoster want to spin up a local ddnet server that i installed via my packet manager by running DDNet-Server in my terminal I kinda do not expect to pollute my current directory but rather use the
14:03
more central user dir ~/.teeworlds any opinions on this?
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yes and when you are at it do the same for the log
14:05
The Server still writes to the steam directory ddnet-server.sqlite & autoexec_server.log I guess it would be nicer to see the steam directory as read-only, who knows what permission problem...
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[quakenet] ChillerDragon BOT 2022-05-15 14:54:51Z
isnt it bad style to escape the steam dir?
14:55
@k2d222 any issue with the CI ?
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It's even worse style to write user files into steam dir I guess
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[quakenet] ChillerDragon BOT 2022-05-15 14:55:50Z
ou
14:56
idk much about steam practices i was just assuming its supposed to be a closed eco system and when steam is uninstalling the game it should wipe all data
14:57
Logging by default ends up in the userdir i assume the steam release has a custom storage.cfg to load the ressources from the steamdir
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steam has steamapps/compatdata/
14:58
it uses it for steamplay, dunno if its used for normal games
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[quakenet] ChillerDragon
@k2d222 any issue with the CI ?
no, I haven't setup a CI before so I'll trust you on this one 🙂
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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...
15:58

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...
f3 1
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[quakenet] ChillerDragon BOT 2022-05-15 16:14:02Z
its no virus i promise :p
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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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fbccb06 Update translation status - def-
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a7efdd5 Update Korean translations by CHaBek - cwh7435 29ad649 Merge #5128 - bors[bot]
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The memory allocated in and returned by ReplaceCommata was never freed. Likewise m_pCSVstr allocated in FormatStats was never freed. This also fixes a stringop-overflow warning and that the allocated memory size was missing one byte for the zero terminator. The ReplaceCommata method is now also used for the gametype and map. Although unlikely, commata can be used in gametype and map names, so this prevents invalid CSVs for those cases. Refactoring: remove unnecessary copy ...
18:38
mem leaks
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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...
18:45
ae171ea update french translation - NouaaTW a857380 update french translations - NouaaTW b7cbdf7 Fixes by Chairn - def- 3fccb4f Merge #5129 - bors[bot]
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With C++20 we would have std::counting_semaphore to replace CSemaphore, so base/tl/threading.h could also be removed then
18:56
in 1 year
18:56
we can upgrade
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53f4001 Fix stringop-overflow warning - Robyt3 f634f66 Fix memory leaks in auto stat CSV output, refactoring - Robyt3 cea61d6 Merge #5130 - bors[bot]
19:11

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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why is it the more i zoom out the less fps i get? i get down to 10 fps if i zoom out far, i do have a good cpu and gpu
19:16
has it something to do with opengl?
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try vulkan
19:18
but ye its normal
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i have problems with vulkan
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try modern opengl
19:20
but its completly normal
19:20
u see more = more resources
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use entities while zooming xd
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Jupstar ✪
use entities while zooming xd
i did
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we could think about clamping the world border in entities in design it won't work tho
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Ryozuki
try modern opengl
yeah wow now i have 300fps when im zoomed out max
19:25
nice
19:26
the new opengl is so much better
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its not that new
19:27
but lets say its not as ancient as the non modern one
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as long as its stable
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u were the one with freezing videos?
19:28
in vk?
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yeah weird stuff
19:28
i hope they fix it xd
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its very weird, its like my whole processing power is concentrating on just ddnet so everything other that needs somewhat of "high" processing just freezes
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do you clamp FPS?
19:29
its not impossible that vulkan can use much more of your GPU
19:29
bcs thats basically what more FPS means
19:30
but clamping FPS -> more efficient
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maybe it uses so much gpu that the cpu bottlenecks?
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gfx_refresh_rate 1200
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i have it off
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gfx_refresh_rate 1200 should be fine without any input lags
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im too lazy to switch to vulkan again for testing but if i remember correctly, vulkan did use an absurd procentage of either my cpu or gpu
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well thats sounds good to me 😄
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Jupstar ✪
gfx_refresh_rate 1200 should be fine without any input lags
ddnet standard is 480, does that mean its more input lag?
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ddnet standard is 0 only very old clients used 480
19:33
cl_refresh_rate 480 was it
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somehow it was 480 standard for me
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note the CL instead of GFX
19:34
cl = CPU gfx = GPU
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clamping your CPU power can defs result in input lag
19:34
gaming mice have 1000 hertz polling rate
19:34
so 480 is less
19:34
but tbh just test it out
19:34
some humans dont notice vsync off / on
19:35
some die, like me xd
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i dont really notice anything if its not above 10ms input lag
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xd
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does ddnet maybe have an old version of vulkan?
19:37
maybe the fixed it long time ago
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ddnet is new
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seems like a huge problem
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lol
19:37
vulkan is new*
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since ddnet 16
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you mean the whole renderer?
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yes
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i've seen it for quite a while in other games
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it exists since 2016
19:38
its the newest renderer in the industry
19:39
like directx 12
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535fbd2 Replace usages of tl_assert with dbg_assert - Robyt3 52100db Use qualified std::swap only - Robyt3 aeb8790 Remove base/tl/base.h - Robyt3 61cca6c Merge #5131 - bors[bot]
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f0df8ad Use std::swap in editor - Robyt3 fadcb34 Merge #5132 - bors[bot]
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how did you amend a pr @deen ?
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When you create a PR you can give permissions to project owners to push into that branch. I think it's on by default
21:58
so I just checked out their branch, created another commit and pushed it to their repo
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52d0dc8 Add functions to encode/decode base64 - heinrich5991 14803d7 Remove HTTP include from demoedit - heinrich5991 1b233ab Add the HTTP client methods to the server - heinrich5991 246f213 Remove a couple of game/-includes from the engine code - heinrich5991 9b0ac0d Add Rust's target directory to .gitignore - heinrich5991 b9e255a Mark dbg_break as [[noreturn]] - heinrich5991 f97338c Update ddnet-libs for curl's curl_slist_free_all - heinrich5991 40bd85b Refactor HTTP code to no longer use inheritance - heinrich5991 c913612 Add HTTP header and plain HTTP post feature - heinrich5991 15e3a01 Fix version number for curl bug workaround - heinrich5991 8049d64 Add @Learath2's suggestion about buffer size handling - heinrich5991 a041ff8 Merge #5069 - bors[bot]
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@Kaffeine Windows x86-64 with MinGW worked, previously: ``` -rwxr-xr-x 1 deen deen 755K May 15 11:38 config_retrieve.exe* -rwxr-xr-x 1 deen deen 756K May 15 11:38 config_store.exe* -rwxr-xr-x 1 deen deen 2.8M May 15 11:38 DDNet.exe* -rwxr-xr-x 1 deen deen 2.1M May 15 11:38 DDNet-Server.exe* -rwxr-xr-x 1 deen deen 761K May 15 11:38 dilate.exe* -rwxr-xr-x 1 deen deen 763K May 15 11:38 map_convert_07.exe* -rwxr-xr-x 1 deen deen 756K May 15 11:38 map_diff.exe* -rwxr-xr-x 1 deen deen ...
Exported 133 message(s)