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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 2022-06-11 00:00:00Z and 2022-06-12 00:00:00Z
00:11
encapsulating calls to memset hides bug to the compiler that it otherwise reports (edited)
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then antibot dll can't use C api anymore, right?
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only those function, but i don't get why it would need these specifically
00:12
or we can link cpp way?
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I think the antibot we use is actually written in C, but maybe we can just force using c++? @noby ?
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i'd like to either remove these, or replace them with template version like here https://github.com/Chairn/ddnet/blob/pr_memaccess/src/base/system.h#L32-L60
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deen
I think the antibot we use is actually written in C, but maybe we can just force using c++? @noby ?
it is written in C, but it shouldnt matter really
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is there a reason why gameskins other than "default" get this hud rendered smaller? the white bullets are overlayed from another screenshot but should be the exact same size as default ones
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@Ryozuki when he invites people for netflix'n chill https://www.reddit.com/r/ProgrammerHumor/comments/v9cur1/rustaceans_be_like/
10,791 votes and 232 comments so far on Reddit
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Ravie
is there a reason why gameskins other than "default" get this hud rendered smaller? the white bullets are overlayed from another screenshot but should be the exact same size as default ones
0.7 changed the sizes. If your game png contains the ninja bar from 0.7 it will act as if the size must be bigger, else 0.6 style
04:29
But didn't know this also affects bullets tbh
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Ravie
is there a reason why gameskins other than "default" get this hud rendered smaller? the white bullets are overlayed from another screenshot but should be the exact same size as default ones
in 0.7 bullets have 12x12 units and 10x10 for grenades in 0.6 all bullets have 10x10 units (edited)
06:34
bullets in ammo display
06:35
and we use the sizes of 0.7 as jupstar explained... if the ninja bar is in the png
06:36
06:37
but 0.6 and 0.7 both use 12 units from start of one bullet to the next
06:38
thats why they are aligned in you image on the left side.
07:12
8f46ff0 Use libpng dll for windows instead - def- 8d38bd5 Merge pull request #18 from ddnet/pr-pngdll - Jupeyy
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Same as #3407 Rebasing gets too annoying. heinrichs concern: "I think this needs a blacklist for formats that libpng can't load, at least in some places. This would be so that we don't accidentally add such images to the skin DB etc. Alternatively, these places would need code changes to prevent such images from being added." I'd say doesnt really matter.. most ppl use latest client. and older clients simply wont load the PNG, it shouldnt crash old clients, so its good enough IMHO ...
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Well, at least, the NLL borrow checker finally got fully enabled by default - but that’s not as catchy of a title, is it?
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i get an huge amount of -Wthread-safety-analysis with clang-15, dunno if that is intended
08:09
and deprecation warnings for openssl
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@Skin Database Crew What do we need for the new database? I'd thought about this:
  • skin type: normal or community
  • additional path for HD variation per skin type Any other wishes?
👍 1
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license maybe?
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96c1d84 Add github contribution - def-
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Jupstar ✪
0.7 changed the sizes. If your game png contains the ninja bar from 0.7 it will act as if the size must be bigger, else 0.6 style
interesting, thanks
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Jupstar ✪
@Skin Database Crew What do we need for the new database? I'd thought about this:
  • skin type: normal or community
  • additional path for HD variation per skin type Any other wishes?
I'd like some page with requirements and a skin template
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hello anyone can compile f client (64bit) to 32bit ? please
14:08
this
14:08
windows version
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just upgrade to 64bit, 32bit is dead
14:14
accept it
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heyo
First-time contributors need a maintainer to approve running workflows.
Is it possible for me to get workflow-rights?
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where is ur pr
15:15
ah
15:15
now it runs
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omg, this still doesn't fix it oO apperently auto generated fixes aren't clang-tidy
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@Jupstar ✪ Pull the lever!
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and is shown with a normal skin instead: For some reason I only get this after #4938
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Jupstar ✪
i get an huge amount of -Wthread-safety-analysis with clang-15, dunno if that is intended
there was a recent pr about this
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Chairn
there was a recent pr about this
im on latest
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GitHub
Click to see attachment 🖼️
where does this show?
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i think its not implemented yet xd
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is there a reason to not auto kick afk players at start? (edited)
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nori
is there a reason to not auto kick afk players at start? (edited)
Well, you might accidentally kick their main aswell if they have their dummy afking in spawn.
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can't you kick the dummy without main? :d
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Happy anniversary @deen giftee_green kek
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nori
can't you kick the dummy without main? :d
Both get kicked if main does, should probably be fixed.
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nori
can't you kick the dummy without main? :d
Guess that is quite obvious
16:41
You don't want to check all the time if the guy you kick has a dummy
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n000b
You don't want to check all the time if the guy you kick has a dummy
i mean as a server side feature not manually
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Jupstar ✪
just upgrade to 64bit, 32bit is dead
my pc suck so i cant D:
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Some quality of life changes for practice
  • Unfreezes when "rescued"
  • Resets speed when teleporting

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 cha...
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Nathan_
my pc suck so i cant D:
whats your CPU?
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Nathan_
my pc suck so i cant D:
Just download some more ram
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It does the same job with https://github.com/ddnet/ddnet/blob/master/src/game/server/gamecontroller.cpp#L48.

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 t...
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Nathan_
my pc suck so i cant D:
what's your pc?
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Nathan_
my pc suck so i cant D:
on really low spec i'm experienced xD go settings>graphics then change the resolution to really low, like 640x360 disable high detail when ingame disable quads with page up or page down button
18:31
but choose the right option in graphics settings on the left that you still play fullscreen and your game doesn't resize. windowed fullscreen is the right one i think
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i also see on ddnet.tw a download option for ddnet client windows 32 bit. is there a toolchain for it?
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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 ✪
whats your CPU?
AMD C-50
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cauldron
on really low spec i'm experienced xD go settings>graphics then change the resolution to really low, like 640x360 disable high detail when ingame disable quads with page up or page down button
i already did, my processor is 64bit but im on 32bit and idk how to have windows 8 64bit ; i know how to install windows
18:51
with a cd idk how to do
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@lynn Taken from Github:
the idea is to reduce the number of configs that can interact with each other. Because there are many bugs hiding in untested combinations of config options.
It's hard to say no to config options, it's always easier to add just one more config option, shifting the burden to the future.
Theres probably more
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hmm, i don't know if skin-related commands have much testing though
18:55
i understand the premise of complicating existing interactions of commands, but if they are entirely new features i don't see it as a concern
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however, i don't think having too many graphics options is that much of a problem
18:55
it's still a burden when it's broken, but at least it's not game breaking
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Nathan_
i already did, my processor is 64bit but im on 32bit and idk how to have windows 8 64bit ; i know how to install windows
get win10 iso flash a usb stick and boot from it to install 64bit windows 10. maybe your win8 license even works for 10. my win7 license worked for windows10 https://www.microsoft.com/en-us/software-download/windows10 https://rufus.ie/en/ (edited)
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we could discuss removing commands? any off the top of a devs head that have immediate grounds for removal (edited)
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cauldron
get win10 iso flash a usb stick and boot from it to install 64bit windows 10. maybe your win8 license even works for 10. my win7 license worked for windows10 https://www.microsoft.com/en-us/software-download/windows10 https://rufus.ie/en/ (edited)
at the start my computer was windows 7;im minato hi
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What about removing ui_scale? It's very buggy in some places. https://github.com/ddnet/ddnet/issues/5358
converted from #4214. @kaitlynia wrote: What the hell do we do with this thing?!?! I personally use it but it scales certain UI (skins list, settings pages) in ways that make the content crowded or...
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ahhh my baby
19:03
ui_scale :(
19:04
i would be sad to see it go but i understand why it is problematic
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It's complicating the UI code, and it's hardly used so testing new code for it is not worth it
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Nathan_
at the start my computer was windows 7;im minato hi
hi, im cauldron xd
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we do not have a "flex system" in the code i imagine
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Robyt3
It's complicating the UI code, and it's hardly used so testing new code for it is not worth it
i use ui_scalr 105 and it makes shit way easier to click for me
19:04
scale
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We can always add a replacement for ui_scale that works, but then you need to be specific where and why ui_scale 100 does not work
19:05
hmm, like everything?
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yea i was making a thread on it but i stopped typing the comment mostly cus i was concerned about getting it right
19:06
uhh well browser is easier to use, every tab in options except for skins, graphics options are rly small but not a big deal
19:06
call vote
19:06
a lot of UI imo is better to use at 105 except skins where it's buggy
19:06
with overlapping components
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supporting just ui_scale 90-110 would be easier then 50-150, if nobody uses those values
19:09
than*
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best way is to sort of do what discord does, which is only have specific zoom values
19:10
105 110
19:11
some step amount and maximum minimum etc
19:11
then those values can be specifically tested at common resolutions
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mh, the way we layout the ui is just very meh for ui_scale
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and the way we do ui_scale is worse
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would it require a UI overhaul to work properly?
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for editor2 in 0.7 I laid the components I added in a flex-ish way, which would work better, but nothing is laid out like that rn
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got it yea
19:12
i was hoping we could swap to a flex grid :(
19:12
like css3
19:12
maybe that can be its own issue and close ui_scale for now
19:12
just pls don't remove it for now i love it :(((
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Kind of redundant client commands imo: cl_enable_ping_color cl_eye_durationdefault is basically indefinitely, not sure why anyone would change that cl_friends_ignore_clan br_filter_connecting_players should always be 1
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Closes #5062. At least those values are not entirely broken. See also #5358.

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...
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im actually really trying to build f-client for 32 bit windows, but get this: i686-w64-mingw32-windres: can't open file `teeworlds.manifest': No such file or directory make[2]: *** [CMakeFiles/F-Client.dir/build.make:992: CMakeFiles/F-Client.dir/other/manifest/F-Client.rc.res] Error 1 make[2]: *** Waiting for unfinished jobs.... make[1]: *** [CMakeFiles/Makefile2:290: CMakeFiles/F-Client.dir/all] Error 2 make: *** [Makefile:152: all] Error 2 can i just get the missing teeworlds.manifest from ddnet?
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furo
Both get kicked if main does, should probably be fixed.
btw u are right it's client side thing :\
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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
  • [x] Changed no physics that affect existing maps
  • [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--und...
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cauldron
im actually really trying to build f-client for 32 bit windows, but get this: i686-w64-mingw32-windres: can't open file `teeworlds.manifest': No such file or directory make[2]: *** [CMakeFiles/F-Client.dir/build.make:992: CMakeFiles/F-Client.dir/other/manifest/F-Client.rc.res] Error 1 make[2]: *** Waiting for unfinished jobs.... make[1]: *** [CMakeFiles/Makefile2:290: CMakeFiles/F-Client.dir/all] Error 2 make: *** [Makefile:152: all] Error 2 can i just get the missing teeworlds.manifest from ddnet?
the name of the manifest file should also be F-Client.manifest and not teeworlds.manifest, have you tried doing a clean build with an empty build folder?
19:43
wait, i did cmake .../ --whatevertoolchain
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it shouldn't really reference teeworlds in F-Client, it should all be named F-Client
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and then make
19:44
so i will try to rename manually
19:46
lukas@DESKTOP-T72VSV7:~/F-Client$ find -name *manifest ./other/manifest ./other/manifest/F-Client.manifest ./build/CMakeFiles/F-Client.dir/other/manifest
19:46
should i rename some config, so that it looks for F-Client.manifest, or is renaming F-Client.manifest to teeworlds.manifest suitable?
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I guess you could try making a copy of F-Client.manifest and renaming it
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lots of errors
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Nathan_
AMD C-50
the internet says it supports 64 bit
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if anyone knows the build errors
20:04
make -j 8 2> build.log
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remove fstack protection flags
20:06
i don't know how to use cmake unfortunately
20:07
i can't even build ddnet with mingw 32 bit
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open CMakeLists.txt and remove lines containing -fstack-protector
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ok. i can't build ddnet 32 or 64 bit with mingw. so it's not because of fclient or the manifest
20:25
# -fstack-protector-all doesn't work on MinGW. sounds promising, thanks (edited)
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Jupstar ✪
the internet says it supports 64 bit
yes it supprot it but idk how to have the windows 8 in 64bit
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cauldron
ok. i can't build ddnet 32 or 64 bit with mingw. so it's not because of fclient or the manifest
try with visual studio
20:41
i hink it work
20:41
think
20:42
and thanks for do thats for me 💗
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cauldron
ok. i can't build ddnet 32 or 64 bit with mingw. so it's not because of fclient or the manifest
just remove the flag and it will work
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i did, it doesn't work
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recompile all
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i put a # before it
20:43
i did
20:43
cmake again and compile again
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rm -rf * before
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i did
20:44
i build and upload log
20:44
with ddnet first
20:52
the first is cmake the second make
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never tried cross compilation, but looks like your mingw is outdated
21:14
also call cmake with these flags -DPREFER_BUNDLED_LIBS=ON -DIPO=OFF -DAUTOUPDATE=OFF -DDOWNLOAD_GTEST=OFF
21:21
I think mingw32 will never compile because it never added thread stuff
21:22
you can try with mingw64 and prepend LDFLAGS=-m32 CFLAGS=-m32 CXXFLAGS=-m32 but no guarentee
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@cauldron ok i managed to compile it
21:28
you need to link -lssp
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@deen pls dm me the official skins/edit/data.txt later, i am almost finished and just need to write the parser
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@cauldron try this diff --git a/CMakeLists.txt b/CMakeLists.txt index 30bc0e9..eacca54 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -2116,6 +2116,7 @@ foreach(target ${TARGETS_LINK}) # Link pthread library statically instead of dynamically. # Solution from https://stackoverflow.com/a/28001261. target_link_libraries(${target} -Wl,-Bstatic -lstdc++ -lpthread -Wl,-Bdynamic) + target_link_libraries(${target} -lssp) endif() endif() endforeach() diff --git a/other/manifest/F-Client.rc b/other/manifest/F-Client.rc index 0bf26c1..fb47ca1 100644 --- a/other/manifest/F-Client.rc +++ b/other/manifest/F-Client.rc @@ -1,2 +1,2 @@ #include "winuser.h" -1 RT_MANIFEST teeworlds.manifest +1 RT_MANIFEST F-Client.manifest
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Jupstar ✪
@deen pls dm me the official skins/edit/data.txt later, i am almost finished and just need to write the parser
what is that?
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nori
@cauldron try this diff --git a/CMakeLists.txt b/CMakeLists.txt index 30bc0e9..eacca54 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -2116,6 +2116,7 @@ foreach(target ${TARGETS_LINK}) # Link pthread library statically instead of dynamically. # Solution from https://stackoverflow.com/a/28001261. target_link_libraries(${target} -Wl,-Bstatic -lstdc++ -lpthread -Wl,-Bdynamic) + target_link_libraries(${target} -lssp) endif() endif() endforeach() diff --git a/other/manifest/F-Client.rc b/other/manifest/F-Client.rc index 0bf26c1..fb47ca1 100644 --- a/other/manifest/F-Client.rc +++ b/other/manifest/F-Client.rc @@ -1,2 +1,2 @@ #include "winuser.h" -1 RT_MANIFEST teeworlds.manifest +1 RT_MANIFEST F-Client.manifest
how to apply this 😅 copy paste into a file and git apply file?
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[100%] Built target F-Client 🎉 nice, ty @nori
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deen
what is that?
The old way of saving the skin list database. But i switched to json, so client can parse too in future
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nori
you need to link -lssp
libssp-0.dll, how to get this? is it something easily downloadable for windows 32 bit? resolved, nvm (edited)
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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
  • [x] 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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@deen could you change the wait time to be as long as the penalty time?
22:56
we chose it to be that way so people don't abuse it for getting longer times
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b8e8367 /cptime fix - def- 33218ad Merge #5392 - bors[bot]
Exported 180 message(s)