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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 2022-06-12 00:00:00Z and 2022-06-13 00:00:00Z
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01edaec Format vector variables names (fixes #5209) - Chairn e265a9f Remove useless float vector in vulkan backend - Chairn 14f7f2e Remaining formatting and fix github code scanning - Chairn 47b9bcc Merge #5391 - bors[bot]
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[quakenet] ChillerDragon BOT 2022-06-12 06:48:07Z
convert it to string do a string slince and then back to int :troll: :D
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learaths dream, one firefox tab uses 4gb ram xd
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[quakenet] ChillerDragon BOT 2022-06-12 07:57:22Z
yo jupstar how u activitina da -Weverything flag in ddnet? do you edit the cmakelists.txt or can one pass an env var?
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-DCMAKE_CXX_FLAGS="-Weverything" should work
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[quakenet] ChillerDragon BOT 2022-06-12 08:01:34Z
CXXFLAGS='-Weverything' cmake .. -DCMAKE_BUILD_TYPE=Debug yea this alr worked for me but thanks
08:01
and oh boiiii those warnings are not stopping
08:01
and i am not even using clang
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i told ya what i used.. using all is insane 😄
08:02
"Weverything is best just disable the few warnings u dont need" here for u to find my message
08:03
quite possible i dont even allow implicit conversations
08:03
i prefer to cast variables if really needed so i can quickly refind them
08:03
(on refactor)
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Virtual Circuit Board, or VCB, is a sandbox-only drawing-based logic simulator featuring an assembler and a powerful simulation engine. All of it designed to give you the freedom to build and experiment with logic circuits to your heart’s content.Set your own goalsIn VCB you will set your own goals of what and how you want to build, it does not ...
Price
$14.99
08:50
this looks so clean
08:50
im gonna try it
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  • remove config variable ui_scale
  • remove CUI::Scale
  • remove CUI::SetScale
  • remove CUI::DoLabelScaled
  • remove CUIRect::Scale
  • use CUI::DoLabel instead of CUI::DoLabelScaled
  • remove usages of CUI::Scale() and CUIRect::Scale(), or use 1.0f instead
Closes #5062. Closes #5358. Closes #5390.

Checklist

  • [ ] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options ...
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Small overview:
  • Community skin type
  • template skin type
  • HD skins for all types
  • json for skinlist(so it can in future be parsed by the client)
  • skin database uses more javascript now
  • skin downloads are onfly => less scripting on server side & search string can be used to download only searched files
We should defs make a backup of the old one. To convert the old to the new few steps are required: (small note, make sure the permissions are correct, old skin database used ...
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6725c36 Some qol changes for practice - kiw-q 40dfc06 Merge #5387 - bors[bot]
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heyo, I am still getting a styling error: Wrong header guard in src/game/material.h I don't see what's wrong with my header guard?
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lets se
09:49
e
09:49
DDNET_MATERIAL_H
09:50
but if you look at other header guards, it the path to the file
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ah it's the name 😮 so it should be GAME_MATERIAL_H
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GAME_CLIENT_MATERIAL_H
09:51
if its in client
09:51
the github file structure confuses my brain
09:51
ah its not
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it's in both
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then u are right
09:51
oh ok
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thank you ❤️
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^^
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Jupstar ✪
the github file structure confuses my brain
it bugs for me, too, it's bigger then it's scrollbar 😮
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it could just make this gab a bit bigger, but when u just search material.h its fine
09:55
still one of the most useful features added to github recently 😄
👍 1
09:59
@deen maybe this is related, apparently on https://ddnet.tw/css-halloween.css redirects
09:59
for me this link isnt created
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Example: Wrong header guard in src/game/bezier.h, is: #ifndef GAAME_BEZIER_H, should be: #ifndef GAME_BEZIER_H

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
  • [ ]...
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header guards are for the slaves, #pragma once for kings xd
10:38
modules for gods
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23af9ef Tell what has to be changed in check_header_guards.py - def- e961030 Merge #5394 - bors[bot]
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So far only done scripts directory, will do the rest if this is considered good

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+UBS...
11:28
4cc9b10 New skin database - Jupeyy 173417c Merge pull request #193 from Jupeyy/pr_new_skin_db - def-
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how long does it take until caches are cleaned?
11:36
is that all from cloudflare?
11:37
for me its still on the old page even with dev console open, really weird 😄
11:38
well atleast partially on the old site, tee.js is old for example
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I think this was requested in the client too, rn I dont get any skins, maybe cloudflare caching or smth. Will test the days or if someone can test it go ahead

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 n...
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Ah I see the actions are only displayed but if you press click them the http authentication pops up
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yeah, not the best solution i know
11:43
but normally users should not even click it
11:44
for me it doesnt even work yet <.<
11:44
stupid caching xD
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ctr+shift+r ?
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yes i also have devtools open
11:44
and disabled cache there
11:44
i really assume its cloudflare
11:44
bcs it also doesnt work in my other browser
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4e7550d css halloween for graph - def-
11:48
18ab88d Remove obsolete AfkTimer function - ardadem c4492c2 Move/rename AfkVoteTimer to AfkTimer - ardadem ae1876d Merge #5388 - bors[bot]
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Jupstar ✪
yeah, not the best solution i know
I can also not uplaod a skin
11:50
to community
11:50
so you could also just make the whole edit button authenticated as it was before?
11:50
I thought the skin gets moderated if someone uploads it
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it mirrored the whole site before
11:51
i dont like this amount of code duplication (edited)
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@deen are the skins mirrored? https://ddnet.tw/skins/skin/uhd/2005tfo.png
11:52
discord also cant load it
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I can not load it 😄 (edited)
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its important tho
11:53
normal skins must be mirrored in community directory too
11:53
anyway im off now, @deen see pr if not mirrored, but maybe its just cloudflare again
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@Jupstar ✪ let me clear that
11:54
mirrored how?
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uhd community
11:54
and community/uhd also contain the normal skins
11:55
bcs else the skindownload wont download those
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perfect thanks
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Similar to https://github.com/teeworlds/teeworlds/pull/3136 closes #5124 can be followed up by #5313 with a "slimey block", see here

Checklist

  • [x] Tested the change ingame
  • [ ] ~Provided screenshots if it is a visual change~ NO VISUALS
  • [x] Tested in combination with possibly related configuration options
  • [ ] Written a unit test if it works standalone, system.c especially
  • [x] Considered possib...
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@deen pls make release_date=DESC as default in skin database
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@Jupstar ✪ ^
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i leave this decision to database crew, i think as its now was default before
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There is currently 0, 0x0, NULL and nullptr mixed in the code. The flag -Wzero-as-null-pointer-constant suggests to use nullptr. It is in a zillion places so I started with the editor.

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...
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how to know in the code which gamemode you're in?
16:07
preferably in a hud component
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DDraceNetwork, a cooperative racing mod of Teeworlds - ddnet/mapimages.cpp at ae1876d1414cb013554db3ed839425a9647a4fc2 · ddnet/ddnet
16:08
i think gameinfo contains all stuff u need
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i don't get it, it asks which entities are there and then decides it's the corresponding gametype?
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forget the entities
16:12
it also contains booleans i think
16:12
IsFNG or smth like that
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[quakenet] irc_tester BOT 2022-06-12 16:12:17Z
xd
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there's also information when you go to server info. on the right it tells you gametype. is it json from the server or is it from the gamecode?
16:14
maybe i can reuse this 🤔
16:19
Localize("Game type"), CurrentServerInfo.m_aGameType, is that accessible anywhere in the huds?
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i imagine the fng HUD would be something like this
16:23
having less needed DDNET entities, it would be rather minimal and would use numbers in its place. though that would involve a lot more calculation so
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yeah i also thought about kill counter 😄
16:24
and combo nice too
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you mean numbers for counting down freeze instead of shields?
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i mean i was thinking it would be a bar but that would have to include a bit of a rehaul? of the code
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Does ddnet have a person for graphic-design and game-sounds? I could do that myself but my results are most of the time only functional
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voxel and mind added graphics for the svg repo ravie did the new hud iirc louis did his entities for sound, not that i am aware of
16:42
a new background theme would be nice, so it doesnt sound so cheap xD
16:42
(l like that theme, but realisticly its not really "awesome" xD)
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I want to start creating the first material drafts and one issue is the bouncy slime material. I thought that I maybe want to add a sound for it
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i know pipou does sounds, i do sounds also but we've never had a need for it
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Jupstar ✪
voxel and mind added graphics for the svg repo ravie did the new hud iirc louis did his entities for sound, not that i am aware of
teetow (an og tw dev) did explain how the sounds were made
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go ahead
16:46
im interested
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theres an image of it lurking around the wiki
16:46
let me get it
16:47
poggers 1
😂 1
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ok, the PET bottle was OG
16:48
how the fuck xD
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no idea, that's all i got XD
16:49
and tbh it seems like teetow is completely distanced from tw dev so i don't want to force too much out
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can you record sounds with audacity? Creating the sounds from a technical POV is not the problem 😄
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AssassinTee
can you record sounds with audacity? Creating the sounds from a technical POV is not the problem 😄
if you have a microphone? yes
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if u have a good microphone
16:50
good sound design is probs hard
16:50
so much real world factors that annoys u
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AssassinTee
I want to start creating the first material drafts and one issue is the bouncy slime material. I thought that I maybe want to add a sound for it
for the slime thing yeah we'd probably need a sound for bouncing + hooking it if it got added i offered to make it in one of the github issues, but shouldnt be too complicated so either of us could do it
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hooking it
So i slap some spaghetti?
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what about add feature that u can see which CP u have? sometimes is very usefull
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AssassinTee
hooking it
So i slap some spaghetti?
basically or scrunch a wet shirt
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eww sounds good
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Jupstar ✪
a new background theme would be nice, so it doesnt sound so cheap xD
i do have a friend who makes some really good music! i could ask him if wants to think up of something
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idk if we need new menu music
16:55
tw does'nt really have a central theme or central game
16:55
map unique music is the way to go imo
16:56
lol imagine if tw had random mellow music like minecraft
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but every good game has this one menu theme
16:56
u know
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lets add random cave sounds to tw
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vote insane map boss music starts playing
16:56
this in tw
16:56
and gg
16:57
we just need few nintendo music designers around here
16:57
make ddnet great in japan
16:59
lmao, hearing any smash bros theme before playing fng would be insane instant competitive
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ok lets form a band and record a theme
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thats the spirit
17:00
teeworlds band
17:00
greenthing
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xD hear complete killer music, and then see these cute rainbow skins
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tw starts with the most banger music ever and then you join a map and ddnet_lgbt is the first player you see
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soundtrack would be dope tho, imagine maps get categorized into how difficult they are/how their design looks and random tracks play based on that
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louis
soundtrack would be dope tho, imagine maps get categorized into how difficult they are/how their design looks and random tracks play based on that
we would have to exclude maps that HAVE a track tho
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@Ryozuki do you use the stable kernel on arch?
18:01
hm, though I remember you using a modern cpu, you might suffer less from it, but I've been noticing lately that electron apps absolutely wreck havoc with scheduling in the kernel
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ye stable
18:03
im on a 5600x xD
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How do electron apps feel for you?
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what electron apps do u even use? XD
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discord and spotify
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discord always sucked for me, but i guess thats nothing suprising xd
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electron apps the real stress test
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Voxel
i mean i was thinking it would be a bar but that would have to include a bit of a rehaul? of the code
rehaul, idk i don't think so. a number counting down or shields or bar is not so different, i mean it's modular i think. but actually a number counting down would involve a lot of design i think. there are no number assets (edited)
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If the CPU is busy e.g. compiling sth, and I have an electron app open it'll absolutely destroy the scheduler
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if u dont clear the discord cache at least once in a month, its getting slower and slower xD
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Jupstar ✪
if u dont clear the discord cache at least once in a month, its getting slower and slower xD
how to do that
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i use it in browser
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NT Kernel seems to handle this sort of stress much better, even it struggles with electron apps, but the rest of the system atleast keeps running even if the electron apps can freeze up
18:08
I was going to ask if any of you tried the pf or zen patchset, supposed to be better at providing responsiveness
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i think i never had non responsive computer since i have my 8 cores 😄
18:10
r u sure its not the GPU that struggles xd
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Rafael Fontenelle 2022-06-12 18:32:29Z
How does renaming existing maps filename affects DDNet Server? I'm packaging ddnet maps, and some of them contain special characters which causes warning messages to be output. For example, Spüli.map from novice. Changing Spüli.map to Spuli.map changes nothing in the file's checksum. (edited)
18:33
Can't translate pathname 'usr/share/ddnet/data/types/novice/maps/Spüli.map' to UTF-8 is the output
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@deen https://ddnet.tw/maps/?json=Stronghold the json thing seems broken, haven't investigated though
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[quakenet] ChillerDragon BOT 2022-06-12 19:08:07Z
wat is is supposed to show?
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Ranks and mapinfo in json form
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[quakenet] ChillerDragon BOT 2022-06-12 19:14:50Z
ou dats nice
19:15
but its not used for the discord bot or frontend is it?
19:47
i tried to solve this, but i think i have some linting issues or something. is there a script or a tool to fix the linting? so that it's the same with ddnet
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@Jupstar ✪ thanks for improving the skindb :D
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nvm i have found this: scripts/fix_style.py
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cauldron
nvm i have found this: scripts/fix_style.py
I think you changed every newline, ending. You have to use LF instead of CRLF
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okay, because fix_style.py didn't change anything
20:24
i think
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you have to tell it visual studio or git
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and then?
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idealy both
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how to relint
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it is not linting
20:26
you changed every lineending
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git config --global core.autocrlf false
20:27
i got this, but i'm checking for visual studio
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I think git will be enough
20:31
It was probably git that changed it to crlf
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okay, i hope
20:34
when i now type git status should all files be changed? because they are not
20:34
after i did git checkout-index --force --all
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It's incredibly hard to make the types of fun maps I want to create in DDrace with the current editor. I need to frequently use around half of the available switch/tele numbers and always placing them one by one, even with the F shortcut is a pain. I think the editor would benefit greatly by some sort of shift-scroll to bulk adjust numbers. So if you're holding 2,3,4 from tele, scrolling up would cause the brush to become 3,4,5.
f3 1
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This is also just a huge QOL feature for normal map making. Either I'm unaware of a shortcut for "focusing" the Tele button or the best current way is to move your mouse, click, and then press F (which is also not always what you want if a destination already exists)
20:43
Pressing F also does not collapse the Tele popup which is a bit annoying, but it wouldn't exactly be expected behavior either. I think it's just my preference for F to collapse it, but I think esc works anyway
20:44
We could also discuss other shortcuts, like "Populate all game layers" which adds every type of Game layer to a group (which could arguably exclude the sound layer since many maps don't make use of it)
f4 1
20:45
Skips the need to run through them all if you expect to use every single layer
20:45
There is still the cascading issue with highlighting multiple layers and making adjustments to the group, but it's already an issue in GitHub
20:46
Tile/quad layer should probably not be populated as well. I suppose a better name for this then would be "Populate entity layers"
20:46
available from the group context menu
20:48
found another issue with ui_scale 105 lol
20:48
the list continues
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@Yoydex please be constructive
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ya i also mentioned it's good for normal map making, not sure that it's crying_wah.gif worthy
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😦 ok next time
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heinrich5991
@Yoydex please be constructive
if you want to remove ui_scale it's fine. I just think it makes the UI a bit more clickable at 1080
20:50
that's why i use it
20:50
none of the issues really bother me with 105, since i can still make use of the UI that way, but no doubt i would be using something higher if i could
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so have fun @heinrich5991
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c0d3d3v
I think you changed every newline, ending. You have to use LF instead of CRLF
haha i could fix it with a linux tool called dos2unix. i think i even found some windows line endings in some files xd
21:04
that were there before like in data/languages/hungarian.txt
21:07
but the build failed on github, idk why. i don't think it was because of the lineendings
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#3702 this issue. sorry for lots of commits, i don't know how to rebase.

Checklist

  • [x ] Tested the change ingame
  • [x ] 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 v...
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cauldron
git config --global core.autocrlf false
I still use autocrlf true on windows, I don't trust windows not to put their nasty CR everywhere
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Learath2
I still use autocrlf true on windows, I don't trust windows not to put their nasty CR everywhere
i think i'll just try to stay on wsl as often as possible
22:59
i thought autocrlf false would prevent crlf line endings? or auto overwrite to lf
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autocrlf to true and safecrlf to false
Exported 241 message(s)