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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 2022-07-22 00:00:00Z and 2022-07-23 00:00:00Z
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Ddnet becomes virtual machine when (edited)
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When can we run ddnet on templeOS
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you need to prayOS first
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I’ma eat some mOSs (edited)
02:42
gigachad
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bon appetitOS
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Ryozuki
use arch
Linux Mint is cool
08:54
Xd
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chillerdragon
It’s a bit cringe to use kali as a daily driver imo :DWhy do you ask? (@ᴿᵉˣᵉᴺ)
ᴿᵉˣᵉᴺ 2022-07-22 10:18:00Z
I just asked, but I know the problem can't be solved anymore. 🙂
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Chairn
bon appetitOS
mdr
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Closes #5650.

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 (especially base/) or added coverage to integration test
  • [ ] Considered possible null pointers and out of bounds array indexing
  • [X] Changed no physics that affect existing maps
  • [X] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/...
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i was searching to know if there was a tool that showed the most optimal way to order fields to avoid unnecesary paddings etc for c++ structs, like rust does this automatically, and thats why u need repr(c), and i found a SO answer from the guy i mentioned the other day that knows shit load about asm: https://stackoverflow.com/questions/56761591/how-do-i-organize-members-in-a-struct-to-waste-the-least-space-on-alignment (edited)
[Not a duplicate of Structure padding and packing. That question is about how and when padding occurs. This one is about how to deal with it.] I have just realized how much memory is wasted as a re...
15:19
the world sure is small
15:20
c++ not guaranting long to be 64 bit and stuff sure is hell
15:20
for this to be portable
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You can use fixed width integer types if it's important to your application
15:23
pog
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Learath2
You can use fixed width integer types if it's important to your application
i guess, i was mostly curious anyway not doing any real thing
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actually i wondered if our protocol structs could be optimized
15:24
by reordering the fields
15:24
which would probs break compat
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Protobuf when?
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actually thought about this
15:27
we can use it for ddnet 2.0
15:30
i also finally understood the atomic seqcst and stuff thanks to this https://doc.rust-lang.org/nomicon/atomics.html
The Dark Arts of Advanced and Unsafe Rust Programming
15:30
never rly looked into it before
15:31
and i found a funny text there
15:31
Rust pretty blatantly just inherits the memory model for atomics from C++20. This is not due to this model being particularly excellent or easy to understand. Indeed, this model is quite complex and known to have several flaws. Rather, it is a pragmatic concession to the fact that everyone is pretty bad at modeling atomics. At very least, we can benefit from existing tooling and research around the C/C++ memory model. (You'll often see this model referred to as "C/C++11" or just "C11". C just copies the C++ memory model; and C++11 was the first version of the model but it has received some bugfixes since then.)
>
Trying to fully explain the model in this book is fairly hopeless. It's defined in terms of madness-inducing causality graphs that require a full book to properly understand in a practical way. If you want all the nitty-gritty details, you should check out the C++ specification. Still, we'll try to cover the basics and some of the problems Rust developers face.
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Ryozuki
we can use it for ddnet 2.0
ddnet 2.0? 🤔
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Voxel
ddnet 2.0? 🤔
my theorical version of ddnet written in rust that breaks all compat
15:31
and that will never exist
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has it been decided yet if the useless new shields are gonna stay? the new layout of extras.png depends on this a bit
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@Ravie are the HUD and Extras finalized, or does it need more visual changes? Teeskins needs a clarification before we do changes.
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@Cellegen there will be a change soon, we're planning to merge some stuff into a single image
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Okay, notify us if it's finalized
15:50
also where did you guys localize the basic assets of each category? (hud, extras, gameskin, etc)
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@Cellegen where the default are or where to put custom?
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the defaults obviously, since you see the custom ones
15:57
I have beta
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default is in data folder where the game is installed
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From what I can see, this flag is used to tell the client not to send inputs while specinfo is active, and that it should not reset inputs while chat is opened. I dont send this flag on my server to be able to use "click to spectate" feature from 0.7 because it's very helpful and intuitive. Is there a way we could send inputs while specinfo is active without losing the ability to set inputs to "hold" when using chat or /pause? Maybe a separate set of input data, used for spectating?
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oh... perhaps the Assets Directory shouldn't be linked to the appdata's teeworlds folder, but to the main directory instead
16:23
let alone, should be efficient to abandon local directory entirely
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Cellegen
oh... perhaps the Assets Directory shouldn't be linked to the appdata's teeworlds folder, but to the main directory instead
what is the main dictonary for you? ddnet?
16:25
or client?
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steamapps directory -> common -> steam's ddnet -> etc
16:25
the data directory is where i point at
16:26
this is what the Assets Directory button shows, where all the custom assets may go to
16:26
but then if you want to search for the basic assets, you have to use the main directory
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so the default assets should be "installed" to appdata?
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no, rather it should be installed inside the Assets folder on the main directory like this:
16:28
for better accessibility
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that wont happen
  • the steam directory is often in Programm Files (x86). So it might require admin permission to write there.
  • if client updates it might overwrite your customizations
  • if u uninstall the game everything is gone
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shouldn't be difficult to make the folders and preload them from there, if c++ won't have any performance issues with it
16:29
oh
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generally never use the client data dir
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Then how other games deal with that?
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what games?
16:30
which games do you modify? 😄
16:30
minecraft?
16:30
uses .minecraft
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any game which stores their own assets inside their home directory
16:30
minecraft uses appdata, so it doesn't matter
16:31
starbound perhaps?
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most use mod loaders that either write the files before u start the game
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it uses everything on the home directory, including mods
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or you dont mod the game at all 😄
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one tripple A title example: divinity 2 uses a dir in "Documents" even for the steam workshop stuff
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well, shouldn't be a problem to store all assets on appdata yes, but then remove all the "duplicate" folders on the main directory also
16:32
as a compensation
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mh yeah i think we only ship like 2 assets right now, game_06 and louis' entities
16:33
i guess it's not too bad to just tell the user they can find the default assets on github
16:33
appdata is really data directory with higher priority
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or that too, any info on how to get the assets is a huge help indeed
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so everything from appdata is loaded first
16:34
even if it has the same name
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I'm scared to ask if you should load mapres files before running
16:34
considering you can have hundreds of mbs worth of data
16:35
So any chance on improvement on localization? (Cuz like not all assets need to be preloaded before the game starts, but it still needs a category folder for all of the assets) (edited)
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Cellegen
I'm scared to ask if you should load mapres files before running
preload mapres? i think its not useful, most ppl dont use the editor
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and might hurt loading time
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Cellegen
So any chance on improvement on localization? (Cuz like not all assets need to be preloaded before the game starts, but it still needs a category folder for all of the assets) (edited)
is it badly translated or what do you mean here?
16:38
or translate the directories?
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every folder is alright, but if it needs some clear up, then from the home directory, the assets folder, maps and maps7 folder needs better clarification
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is maps7 created on appdata?
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for the assets folder, you have one already in the appdata directory, which as you said, only includes some assets which won't affect performance
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i think we should remove that
16:40
so you are saying, u want a category bcs assets are loading too slow in the assets tab?
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on maps and maps7, should be included into one folder to not get players confused on what it is. it should be called maps, and it includes ahh
16:40
you cannot include points on folders as a string in windows folders at least (edited)
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maps7 should simply not exists, nobody needs this except ddnet and maybe other hosters
16:40
its not really useful for 99.99% of all players xD
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So it can be moved to maps
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maps7 = 0.7 compatible maps
16:41
u cannot move it
16:41
they are named the same
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and call the maps differently i suppose
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i think we should simply not create the directory, i dont see any reason why we should
16:41
if someone wants to use 0.7 compability he has to be aware of the map_convert tool anyway
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some quality of life change
16:42
🙂
16:42
but yeah, the basic assets problem is indeed a problem we'll be having
16:42
should be put into the custom assets folder
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i still dont really understand your problem. is it bcs of the loading time when u have many assets?
16:43
or just the simple fact that ppl dont find the original assets
16:44
or lets say it differently. what problems do users report, that you want to solve?
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wait, sorry i didn't show what is exactly the problem in visual changes
16:44
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so this is what shiro sent me, since he wanted to find the asset, so i wanted to help him find it
16:44
and somehow my dumbass didn't look at the folder directory
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yeah, but i think it's ok its not listed here, since its not meant for customization
16:45
that's the whole point for an assets tab
16:45
u put the stuff u want and dont care about what the client ships
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but it hasn't been mentioned anywhere that it should only contain custom assets
16:45
it might confuse players even more
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it doesn't need to "only" contain custom assets, but that is the main purpose
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right
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he can also do a default.png and it works, doesnt it?, if not we should simply move all client data to assets permanentelly
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maybe change the name assets directory to custom assets directory?
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makes more sense anyway D
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default_x.png, nah it doesn't need change in name
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Cellegen
maybe change the name assets directory to custom assets directory?
i think its a bit oververbose. i mean most ppl are aware that this is the purpose, but we have tooltips now. u can add that if u want
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ooooh right
16:47
then I'll leave it to you, hopefully it won't create more confusion already xd
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Cellegen on discord asked to make the intention of these buttons for clear. "Assets directory" -> "Open the directory to add custom assets" Same for skins etc. But dunno good phrases, maybe someone has an idea :D
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^ @Cellegen i created an issue so its not lost
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has there been any work on automatic analysis of teehistorian data?
19:58
mostly for finding cheaters but it could have any purpose i guess
19:58
also what is Golden Week in this image? i dont see it mentioned in discord
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i dont think we currenctly parse teehistorian
20:03
its in my todo list if i ever have time xd
20:03
but probs another will do it before
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lynn
also what is Golden Week in this image? i dont see it mentioned in discord
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oh, thanks
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I've written a teehistorian parser here: https://gitlab.com/zwelf/teehistorian
Teehistorian parser with c api
20:20
Working on a validator too and will publish soon[tm]
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lynn
also what is Golden Week in this image? i dont see it mentioned in discord
ur not a weeb
20:34
golden week appears on most slice of life anime
20:34
like monogatari xd
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i dont watch anime
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normie!
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Zwelf
Working on a validator too and will publish soon[tm]
cool
20:35
im not a normie!
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1b32e47 Fix shift with negative exponent in TeamMask - Robyt3 05dae67 Merge #5651 - bors[bot]
Exported 151 message(s)