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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 2022-06-14 00:00:00Z and 2022-06-15 00:00:00Z
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I think it's actually the mitigation by OS
00:12
or it's caused by some other combination of hardware and the nanosecond change that's unrelated to spectre (edited)
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You could disable the spectre mitigations and see if that's the issue
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you can't disable them on AMD
01:35
not easily atleast
01:36
I'll try to find someone with on intel who can test it
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I dunno. It's more likely there are rounding issues i think
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i find it hard to believe its spectre
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Would destroy all usefulness of any time measurement xd
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fokkonaut
0.7 does
0.7 does what?
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fokkonaut
0.7 does
the error function only returns true if it could not unpack the ints before... that should not happen.
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can we ban tune zone messages for new maps?
09:30
they're not localizable
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heinrich5991
can we ban tune zone messages for new maps?
Maps should indeed make it clear what a tunezone does without to have to look into the chat. Material layer could help in this situation by adding context to the entities. But the mapper would still have to help the players in the tile/quad layer.
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heinrich5991
they're not localizable
I theory they could be made localizable xD but would require a lot of work.
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but then it'd be on the mapper to provide the translations
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Not if we would lazy load translation
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please explain
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but to much work, for something that should be explained in the tile layer
10:57
with illustations
10:58
or something
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yes
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that you do not have to read
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heinrich5991
please explain
making tuning msg translations separate from the map, (could also in theory include game menu translations, but that would add extra complexity). And load them into the client on request.
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I don't see how this improves upon storing them in the map
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simpler version would be to localize messages for the new material layer. And force new maps to use standard materials from material layers, and only tune layer if really needed
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This would require the materials wanted by the tune layer to be present, also even if you have a tune layer with the same tuning values as a material, they might have slightly different physics on the edges
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c0d3d3v
Maps should indeed make it clear what a tunezone does without to have to look into the chat. Material layer could help in this situation by adding context to the entities. But the mapper would still have to help the players in the tile/quad layer.
^this
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lets add a translator greenthing
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automatic translation doesn't really work well, if that's what you're talking about
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they never work well 😄
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Hi tees! I've switched to new ISP and now I can't connect to KoG servers. It thinks I use vpn. Any idea how to get out of this blacklist?
11:18
image.png
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yes, use a vpn that is not detected
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😆 I don't want to use vpn
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check out their discord
11:20
we don't have influence over their servers (or their vpn detection)
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Oh, ok I'll try to reach them. Thanks ❤️
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I have a question: If you add a sound, does the netcode change? Because I know that files are generated and Some of them are only client sided
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some sounds are played on events emitted by the server, others are generated in the client. Depends on the event for that you want the sound (edited)
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and where is this defined? To me it looks like the server can send any sound, even the menu music
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yes, it can send the menu music
12:45
some servers used that
troll 1
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wtf 😂
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c0d3d3v
the error function only returns true if it could not unpack the ints before... that should not happen.
I am pretty sure error() returns true if there are unpacke bits
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fokkonaut
I am pretty sure error() returns true if there are unpacke bits
at least i thought so
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fokkonaut
I am pretty sure error() returns true if there are unpacke bits
I don't think so, let's look at the source code?
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it was just that i worked with this and probably remembered it wrong then
12:53
cuz i added a tuning on the Clientside
12:54
in fclient, the jetpack strength
12:54
And i had some troubles
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then you had more unpacked then there is data
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that's something different, in your case you're reading further than what's in the packet (edited)
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ye true i get it xd
12:54
sry
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heinrich5991
yes, it can send the menu music
Would it be okay if I refactor this into client sounds? similar to sprites, sounds that are not available in the netcode
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and how would you then play jump sounds, and all other game sounds? (edited)
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I don't quite get what you want to do. you want to have separate server-sent and non-server-sent sounds?
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c0d3d3v
and how would you then play jump sounds, and all other game sounds? (edited)
not all of them, split into client/shared sounds
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what sound do you think is client only, other then menu music? (edited)
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heinrich5991
I don't quite get what you want to do. you want to have separate server-sent and non-server-sent sounds?
yes, I don't want every new introduced material to send their own sound on jump, hook, whatever
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Do we predict weapon pickups?
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murpi
Do we predict weapon pickups?
I think so
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murpi
Do we predict weapon pickups?
xD yes
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thonk are you sure?
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thats why new shields are buggy in old clients
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I notice quite the delay when picking up weapons
12:58
(with high ping)
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murpi
I notice quite the delay when picking up weapons
do you have antiping enabled?
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I always play with antiping
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murpi
I notice quite the delay when picking up weapons
auto pickup is not predicted nor serversided (edited)
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ah, yeah auto pickup, thats what I meant
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AssassinTee
yes, I don't want every new introduced material to send their own sound on jump, hook, whatever
ah, interesting question on how to deal with that
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AssassinTee
yes, I don't want every new introduced material to send their own sound on jump, hook, whatever
why not :/ I see no problem with that.
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c0d3d3v
what sound do you think is client only, other then menu music? (edited)
chat_server, chat_client, chat_highlight, and all sounds that are not send by the server, I would need to check tho (edited)
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alternativlly we could predict events and play sound and effects in client. But I do not think that would be good,
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c0d3d3v
why not :/ I see no problem with that.
Would be enough for the server to send hook@pos and the client to find out the sound
13:04
this is actually how it's handled rn
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We also have a problem here again with old clients xD they will not have the sounds of new materials.
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exactly
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AssassinTee
this is actually how it's handled rn
you mean hook@pos? does it not differ between player hook, unhookable-tile hook, hookable-tile hook? (edited)
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I just noticed, that hook sounds are played from the player pos
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c0d3d3v
We also have a problem here again with old clients xD they will not have the sounds of new materials.
they would have bigger problems with new physics 🙈
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c0d3d3v
why not :/ I see no problem with that.
guess that's the easiest solution 🤔
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The current low-level protocol should be augmented or replaced by something that can give us cryptographic guarantees that we connect to the right server and that no one can listen to our chat messages, passwords or rcon passwords. This would also enable decentralized accounts (#3411) in a nice way. The client could simply authenticate against a shared secret of the connection, like in ssh. This way, the authentication cannot be spoofed, replayed or forwarded. This also allows to use re...
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Is it possible to change save folder of .demo?
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you can have the entire config directory in another location by removing add_path $USERDIR in storage.cfg and adding a different path there. But I haven't tried it. Alternatively maybe you can do a symbolic link on Windows so that the demo directory links to another directory
💋 1
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If you figure out a way that actually works, maybe write a small tutorial and put it on ddnet forum or steam workshop. With the size of demos I can imagine more people have this problem
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A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
15:37
In DDNet it is seems to be an unused class
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use git blame to find out
15:38
(or rather tig blame or the github UI)
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I guess it is used to display lines where players and particles moved along.
15:38
But we removed the rendering of it
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it was supposed to be a fluid physics simulation for particle effects
16:05
the main problem is that the game doesn't have particle effect that last for more than half a second
16:06
CFlow is effectively unused since 0.5. Only Add and Update are called. Neither Get nor DbgRender are used, making these calculations effectively useless. The related config var is commented out //M...
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@Learath2 can you pr your changes 😄
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The ones in the skin thing @Jupstar ✪?
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yeah
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08b8018 Polyfills for str_ends_with and str_contains - Learath2
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@Jupstar ✪ ^^
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ty
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@Jupstar ✪ could you maybe let them upload UHD and non-UHD in one request?
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does php provide a good PNG resizer?
16:17
as good as gimp
16:18
with anti aliasing etc.
16:18
then yes 😄
16:18
or u mean upload two images?
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you have access to imagemagick in PHP, but I meant upload two images
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the add popup should stay active after uploading one skin, so u just need to set the new skin and check is uhd D:
16:18
but yeah maybe someday
16:18
QOL
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you also have access to gd which has aa for scaling and stuff iirc, though gmagick/imagemagick probably also do
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ok good to know 😄
16:26
i think it broke again
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Hm, I might have made a typo there
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14d3e04 Misread return of substr_compare - Learath2
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@louis that should fix it
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why is glowfox in normal tho
16:32
before u add them all, is that intended?
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i forgot to
16:33
xd change that thing
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u can just upload them agian it should automatically remove them from normal
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oh it woudl be nice to be able to change from normal to community and back with the change button
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u dont need to delete them
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i didnt add that bcs it needs to mirror the skins
16:35
here are SVG versions for them, made by @mind btw
16:44
e7ef52f Only allow UHD skin after non UHD skin was added - Jupeyy 200aa0e Fix UHD sorting in table - Jupeyy 8509c7d Merge pull request #198 from Jupeyy/pr_only_uhd_after_normal - def-
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@murpi Hello brother, let me tell you
16:58
Can someone teach me how to make SQL?
16:58
I'm old internet
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ez
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that is so nice, would be cool if we add it back in if we add map particle emitters @Ravie watch this https://heinrich5991.de/teeworlds/video/teewars8.ogm https://heinrich5991.de/teeworlds/video/teewars9.ogm
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yeah cool
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the good times when vanilla was cool, and still called teewars xd
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since we calculate the vector field anyway we could also add it to the smoke trail already ^^ but I think adding it to the particle emitters would make more sense (edited)
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yeah would be so cool to see this when jumping smoke above a campfire or through a waterfall
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YOO that explosion overlay thing is a nice touch
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For whatever reason he wrote it left to right though, which is throwing me off quite a bit
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@Ravie If you want to trying to fine tune (or only test) the new freeze particles, here is my branch: https://github.com/C0D3D3V/ddnet/tree/remove_info_messages_for_old_clients important is this: https://github.com/C0D3D3V/ddnet/blob/83633b6892c6297e6908a273d4828c4a4d834f27/src/game/client/components/effects.cpp#L82-L102 and CParticles::Update and CParticles::RenderGroup if you want to add properties. (edited)
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nice, I'll check it in a bit
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Ravie
nice, I'll check it in a bit
if you want to test it with your snow flake https://discord.com/channels/252358080522747904/295908390956433410/984922652810555452 you have to change the top left snow flake, in extra.png. If you have decided for one you can send me a png with only that snow flake (but also in 512x512) (edited)
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DDraceNetwork, a cooperative racing mod of Teeworlds - Check clang-tidy · C0D3D3V/ddnet@f5ddd5c
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u forgot to add a file
18:00
to data
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b3a3604 Remove namespace tw - heinrich5991 caf889d Merge #5406 - bors[bot]
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Jupstar ✪
to data
to what data?
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data directory
18:01
do git status
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or you added it in the wrong order
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deen
or you added it in the wrong order
ah
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isnt there an extra error for that
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there is a forced order xD I just used alphabetic ordering
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alphabetically wrong
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c0d3d3v
there is a forced order xD I just used alphabetic ordering
so e comes before d ? 😛
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if you do alphabetic you need to be careful to use the ascii order, not locale order, vscode refuses to sort it properly :/
18:04
Aha, that's wronger 😄
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Jupstar ✪
so e comes before d ? 😛
hmpf .. in my world
18:04
maybe
18:04
xD
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[quakenet] ChillerDragon BOT 2022-06-14 18:04:39Z
can we get a mod on 185.11.142.197:8320 ?
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Learath2
if you do alphabetic you need to be careful to use the ascii order, not locale order, vscode refuses to sort it properly :/
yeah annoying, my file browser and vscode use different sorting
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thats why I did not use vscode ordering for that xD but turned brain off ^^
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or change the cmake setting to correspond to vscode one, might be easier for most people to do this automatically
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ChillerDragon sent u a mod 😛
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deen
or change the cmake setting to correspond to vscode one, might be easier for most people to do this automatically
Problem is vscode uses locale-specific sort, idk if that's available in cmake
18:06
besides the order would change by locale, idk how we'd handle that 😛
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deen
or change the cmake setting to correspond to vscode one, might be easier for most people to do this automatically
or just tell exactly what ordering is wrong for the cmake file, bcs potatos like me read it xd
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Learath2
Problem is vscode uses locale-specific sort, idk if that's available in cmake
or we find out how to change the sorting alg in vs-code
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There is a sorting plugin that doesn't seem to use locale-specific sorting
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this bitch actually cannot code to save his life #59652b6 was dodgy but the "fix" was also shit
18:13
XD
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de76fbf Remove existing joystick implementation - Robyt3 8757b1f Add joystick support to engine - Robyt3 55d48db Integrate joystick with game controls and menus/editor UI - Robyt3 0cbd2ab Remove unused DoSettingsControlsButtons parameter ScopeView - Robyt3 08edc45 Add CUIEx::DoScrollbarOption and IScrollbarScale - Robyt3 8f5dc3f Add CUIEx::DoScrollbarOptionLabeled - Robyt3 58e1e39 Add joystick settings to menu, split mouse and movement settings - Robyt3 e72e276 Allow out of range (joystick sens.) values with DoScrollbarOption - Robyt3 89e0450 Merge #5374 - bors[bot]
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[quakenet] ChillerDragon BOT 2022-06-14 18:27:30Z
@Learath2 thanks arrived
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Translated German while at it !Screenshot 2022-06-14 at 20 31 27 !Screenshot 2022-06-14 at 20 31 08

Checklist

  • [x] Tested the change ingame
  • [x] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [ ] Wr...
18:33
46009e0 Add translations for 16.2 - def- 073fd3f Version 16.2 - def-
18:35
bba3e17 Update translation status for upcoming 16.2 - def-
18:37
Bouncy tiles come in 2 strengths, each full, vertical and horizontal, so 6 materials over all. Gives me the feeling of being in a bouncy castle ⛹️‍♂️ Unfortunatly no visuals and sound yet 😢 !screenshot_2022-06-14_20-31-19 closes #5124 requires #5313 and #5398

Checklist

  • [ ] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in ...
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@Learath2 do u have a webkit browser installed?
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@Jupstar ✪ I do but I don't have access to it rn as its on linux and I'm booted to windows
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Learath2
@Jupstar ✪ I do but I don't have access to it rn as its on linux and I'm booted to windows
on windows u have edge xd
18:43
anyway: go on skindatabase, sort after "UHD" with webkit and firefox
18:43
why the fuck is there a different result
18:43
how is smth so simple not well defined?
18:43
i used Array.sort
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it's probably spidermonkey vs v8 but either way, I'd think array.sort was well defined by the ecmascript spec
18:45
Can you show an example of the difference?
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well firefox shows me UHD "yes" on top
18:46
chrome doesnt do this
18:46
and i have to say i'd expect what firefox does (edited)
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oh wait I do have chrome on here
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sorting up also works on chrome
18:46
its weird af xd
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Aha, it doesn't work at all actually, let me investigate
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i just dont understand how this can behave different xD
18:49
ah ok
18:50
firefox seems to do the opposite of chrome
18:50
still really weird that this isnt well defined
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chrome doesn't sort at all for me
18:50
so I don't think that's quite right
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it does, but only in the wrong direction
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yesterday we talked about spectre
18:50
today i present you hertzbleed
18:50
Turning Power Side-Channel Attacks Into Remote Timing Attacks on x86
18:50
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Learath2
chrome doesn't sort at all for me
if u sort "up", the last element is "yes"
18:50
so its just the opposite of firefox 😄
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Hertzbleed takes advantage of our experiments showing that, under certain circumstances, the dynamic frequency scaling of modern x86 processors depends on the data being processed. This means that, on modern processors, the same program can run at a different CPU frequency (and therefore take a different wall time) when computing, for example, 2022 + 23823 compared to 2022 + 24436.
>
Hertzbleed is a real, and practical, threat to the security of cryptographic software. We have demonstrated how a clever attacker can use a novel chosen-ciphertext attack against SIKE to perform full key extraction via remote timing, despite SIKE being implemented as “constant time”.
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[quakenet] ChillerDragon BOT 2022-06-14 18:52:52Z
SIKE
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SIKE (Supersingular Isogeny Key Encapsulation) is a decade old, widely studied key encapsulation mechanism. It is currently a finalist in NIST’s Post-Quantum Cryptography competition. It has multiple industrial implementations and was the subject of an in-the-wild deployment experiment. Among its claimed advantages are a “well-understood” side channel posture. You can find author names, implementations, talks, studies, articles, security analyses and more about SIKE on its official website.
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@Jupstar ✪ I have a feeling your compare function is failing to satisfy a requirement
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yeah its broken, even tho i dont really understand why, but still funny how the browsers behave differently
18:57
this is really wrong xD
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I think it's not wrong per se, given the spec says The sort order is implementation-defined if SortCompare is not a consistent comparator for the elements of items.
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what does consistent mean?
18:59
should i simply not use a => function?
18:59
I have a feeling you are breaking one of these rules, but not sure which yet
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coding is too hard
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Can I suggest something?
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ok
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How about just turning the uhd values into integers and comparing them?
19:02
e.g. Skin1.uhd - Skin2.uhd?
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ok
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multiply the entire thing by -1 if the order is to be reversed
19:03
That I thiiink has to be a consistent comparator
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epic
19:04
yeah makes more sense, tru
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Hopefully it works 🤞
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merge then we knopw
19:07
21edcb8 Compare as Numbers - Jupeyy 1b5cfee Merge pull request #199 from Jupeyy/pr_cmp_as_numbers - Learath2
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works 👍
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10/10
19:08
ECMAScript spec is pretty handy to have at hand when messing around with js, browsers do seem to comply pretty well and the decades of compatibility they try to maintain only makes things very unintuitive
19:08
sort of like coding in C now that I think about it 😄
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im too lazy to look smth up xd
19:09
but in this case it was just stupidy anyway
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I took one look at your comparator and it looked sus to me 😛
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yeah
19:11
it was sus af xD
19:11
but didnt think about such any easy solution xD
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put here somewhere my points and rank
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@Jupstar ✪ what is "template skin" supposed to be in skin upload?
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wasnt it u that requested it? XD
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Ravie
I'd like some page with requirements and a skin template
at least this sounded like it
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I requested a link to the svg template and wiki tutorial when it's finished xD
19:41
I guess requirements are already in #📍info
19:42
but could still say how to upload
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can also just add a template skin there
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but the template is not a png
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yeah but does that matter?, they can just download it, but yeah discord has no svg preview
19:46
kinda sucks xd
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there doesn't need to be a preview of it
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well i can remove template again, we can also add SVG support, like UHD
19:48
then we dont loose them
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there's no need for that imo, the only svg needed is the base for a tee to start working on
19:50
I can make a nice one with guides and stuff and then we link it there and any other skin making resources that there may be
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svg is future ready 😄
19:50
in 10 years 8k might be standard
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please no
19:50
what speaks against 8k
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do u dislike higher quality or what XD
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it's not higher quality
19:51
at some point where you can't easily see pixels with the naked eye it's just a pain to work with and nothing else
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i dont mean 8kx4k, i mean skins for 8k screens (edited)
19:52
But I guess thats why u use vector graphics? XD
19:52
so you dont have to care about pixels
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it's more about workflow than the format itself
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with 8k or 16k anti aliasing will die 😄
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most of the time I pick a resolution at the start of a project and at the end I only export it at that resolution
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well anyway, im really used to 512x256 skins now, and i find normal ones really blurry
19:54
since i also have 2k screen
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yeah 512x256 is just perfect for skins
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2k = 1920x1080?
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thats full hd
20:05
2k is usually used for wqhd which is 2560x1440 (edited)
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ah
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what about 4k
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4k = full hd * 4
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(3840x2160)
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whats the most
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I think it's called 4k because 3840 ≈ 4000
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possible
20:08
these numbers dont really make sense
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Ravie
nice, I'll check it in a bit
Test it on a local server, on official server you will still get ninja as weapon. So you get both particles.
20:12
you can then also test how you like it if you still have a weapon (other then sword) in your hand if you are frozen. (edited)
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hussainx3
put here somewhere my points and rank
no, its not intended to be. read this: https://github.com/ddnet/ddnet/issues/4855
Hi, I play ddnet for some time on and off and did not manage to get a good rank. (about 200 points) For me it would be nice to have a point indicator in the game. Like in minecraft: motivation This...
🙏 1
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Learath2
I think it's not wrong per se, given the spec says The sort order is implementation-defined if SortCompare is not a consistent comparator for the elements of items.
if you have multiple items with the same value their order is implementation defined
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Use logarithmic DoScrollbarOption for mouse sens. options. Name mouse/joystick ingame/UI sens. settings more consistently. Old: !settings_controls_old New: !settings_controls_new

Checklist

  • [X] Tested the change ingame
  • [X] Provided screenshots if it is a vi...
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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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1a04efe Use DoScrollbarOption for mouse sens., name settings consistently - Robyt3 24f712b Merge #5414 - bors[bot]
22:17
[ddnet/ddnet-web] New branch created: pr-16.2
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DDNet 16.2 is supposed to release in 1 week, assuming no bad bugs are found. Please test the Release Candidate to prevent problems being only discovered after release. Report bugs in the #bugs channel on DDNet Discord or directly on Github:
22:30
518bed3 Also set mouse settings to defaults - Robyt3 9bac36f Merge #5415 - bors[bot]
22:36
6513a21 Add translations for 16.2 - def- d0895d1 Version 16.2 - def-
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@c0d3d3v in #5259 you didnt apply the velocity using clampvel as before, why? isnt that a physics change?
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fixes #5258 bug got fixed by the math changes in 68bcd21 This fix introduces a hard coded velocity that the player would get like before. (It could be that this has slightly other behaviour, becaus...
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