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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 2022-08-21 00:00:00Z and 2022-08-22 00:00:00Z
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``` find src -name '*.h' | while read i; do grep -r -q $(basename $i) || (echo "Header file $i is unused" && exit 1); done ^--^ SC2162 (info): read without -r will mangle backslashes. ...
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``` ddnet/src/base/system.cpp: In function 'int byteval(const char, unsigned char)': ddnet/src/base/system.cpp:3044:32: warning: declaration of 'byte' shadows a global declaration [-Wshadow] 3044 | static int byteval(const char *byte, unsigned char *dst) | ~~^~ In file included from msys64/mingw64/include/objbase.h:8, from ddnet/src/base/system.cpp:68: msys64/mingw64/include/rpcndr.h:63:25: note: shadowed declaration is here ...
09:01
37cadc5 Add CWindowsComLifecycle RAII wrapper for Windows COM library - Robyt3 e81c14f Merge #5758 - bors[bot]
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chillerdragon BOT 2022-08-21 09:03:28Z
omagawd the time it took me to fix roby conflicts dis boi used to commit more! xd cant keep up
09:04
RAII is kinda cool it feels like GC :D
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robyt is a ddnet backend chad
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64042d2 Fix variable shadow warnings with MinGW - Robyt3 f355a34 Merge #5760 - bors[bot]
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I think the demo renderer in the game can be improved. For example, this is a 3rd party demo renderer developed for the source games I left below. https://github.com/crashfort/SourceDemoRender and while it covers a lot of things found on ddnet, it also contains many features. For example, motion blur can be added by slowing down the video compared to the video fps. (I don't know the exact math unfortunately.) (edited)
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why would you not do it in a editing software?
09:36
if u care about such stuff u probs dont upload the plain video anyway
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Jupstar ✪
why would you not do it in a editing software?
It's never been as good as I expected.
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26a1080 Shellcheck Unused headers CI - ChillerDragon ead708e Merge #5759 - bors[bot]
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And with the SourceDemoRenderer I mentioned above, video can be recorded at 7200 fps and more.
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u can record ddnet with infinite fps
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1000 is the limit
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until ur pc explodes
09:38
xd
09:38
but its just a config isnt it?
09:38
just change it
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Didn't I need to compile the game from scratch for this?
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yes
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I thought the value 1000 was hard coded.
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yes
09:39
but its ez to change
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But why would players make such an effort? And there must be a reason why it's limited at 1000.
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bcs smone thought 1000 is fine
09:40
and its fine until its not anymore
09:40
if u need more we can change it
09:40
the setting really doesnt matter
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Jupstar ✪
but its ez to change
Hm, ez for you and me, not ez for the user. Maybe we can just max out the cpu and gpu instead of capping it?
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Why do you need 7200 fps?
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deen
Why do you need 7200 fps?
Faster render
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super slow mo xD
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Learath2
Faster render
why faster?
09:40
it would be insanly slow
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Ohh he means the recording fps
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just reprogram your eyes to captute 7200 fps, then its useful
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Learath2
Hm, ez for you and me, not ez for the user. Maybe we can just max out the cpu and gpu instead of capping it?
we already use 100% cpu if possible
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You can just set 120 fps video, and f1 cl_demo_speed 0.001
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Hm what would one even do with a 1000 fps video? 😄
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usually slow it down to watch
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well i also find it overkill, but its probs easier to edit^^
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flex with it
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so cl_demo_speed can be used for the same
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Learath2
Hm what would one even do with a 1000 fps video? 😄
A better quality motion blur will be.
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deen
You can just set 120 fps video, and f1 cl_demo_speed 0.001
This actually makes sense I didn't think I could use cl_demo_speed like this.
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im just curious though, will there be any othet method to render videos that doesnt involve screen capture? it seems like the way its set up if you do anything outside the client it messes up
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Voxel
im just curious though, will there be any othet method to render videos that doesnt involve screen capture? it seems like the way its set up if you do anything outside the client it messes up
?
09:43
u mean for non demos?
09:44
ah u mean if u tab out?
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and why does the demo renderer include my nvidia overlay in the video.
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we can just render to a background framebuffer
09:44
with opengl 3.0+ & vulkan at least
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Nora
and why does the demo renderer include my nvidia overlay in the video.
overlay on the bottom right indicating that the shadowplay is on
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Nora
overlay on the bottom right indicating that the shadowplay is on
probs bcs nvidia injects it into your framebuffer
09:45
would probs also be fixed with a background framebuffer
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Source Demo Renderer seems to have fixed this somehow.
09:45
Another method or something?
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Jupstar ✪
would probs also be fixed with a background framebuffer
I guess
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Jupstar ✪
would probs also be fixed with a background framebuffer
i did think about how speed/zoom changing mid render could work if its now rendered in the background, which i posted in showroom a bit ago
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tbh all these stuff can be implemented in the frontend/simulation/demo code
09:48
i dont see why the video renderer should care about it
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deen
You can just set 120 fps video, and f1 cl_demo_speed 0.001
No such command: cl_demo_speed.
09:48
😐
09:48
Baited
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it just takes the current picture and puts it into the video xd
09:48
maybe its simply overkill to do all this in ddnet generally
09:49
editing softwares are much better
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yea but a bit of pre-edit software automation wouldnt hurt. i get your point on it being overkill though
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i mean if u add demo markers that automatically change zoom or smth i guess thats fine
09:51
that already helps quite a lot and doesnt bloat too much
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Jupstar ✪
editing softwares are much better
But when you get to editing software some information will be lost, so some tools in the game might be good
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yeah but smth like post processing effects like motion blur.. all these effects loose details anyway
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E.g. motion blurring just tees in post would be pain. You'd need to manually roto the tee
09:52
Or maybe render the same demo with no quads and key out the background that way
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Add explain layer for entities-comfort. + Some cleanup of previous code and script used to generate https://wiki.ddnet.org/wiki/Template:Game.png, because the data is in this repository (explain-layer/game.csv).
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i guess editing softwares can keep track of tees
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The only way to automate it I can think of is the second thing I mentioned, but then you need to render twice
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Learath2
Or maybe render the same demo with no quads and key out the background that way
that would be SO helpful
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mhh i'd have thought video editing softwares can already do it build in like focus on a few user defined points and track motion in deltas
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It can track points yeah, but it can't know the bounds of the tee
09:56
I guess you can hack around it by using just a circular mask and pretending the tee is a perfect circle
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or switching to entities with a blank images as the blocks
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But yes, most stuff should be done in post
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i mean i agree it would be cool
09:57
but its defs lot of effort xD
09:57
doubt anybody will do it here
09:58
just drop all renderers except vulkan and drop all os except linux, then we have the whole open source community behind us xd
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i mean, people like beautemps would utilize these features a whole lot
10:00
c066067 Clean up explain_game a bit - Zwelf 6866068 Add script generating https://wiki.ddnet.org/wiki/Template:Game.png - Zwelf f3dba3f Add explain to comfort entities - Zwelf 947e307 Merge pull request #217 from Zwelf/pr-explain-entities-comfort - def-
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Minor refactoring, as the popup just shows generic text with an Ok-button.

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
  • [ ] Changed no physics that affect existing maps
  • [ ] Tested the change with [ASan+...
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Does anyone know why my computer has slow internet speed? Its between < 1mbit/s up to like a few mbit/s. I checked:
  • its not my main adapter only
  • its not the network, other devices work
  • its not some setting/things from online instructions
  • same behaviour in safe mode with network drivers enabled
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NetworkManager?
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I'm guessing its a windows bug, I know I had updated my PC like 2 weeks ago, but havent noticed it until a few days ago I think. It could also be that a few days ago I accidentally turned of the power before the pc shut down completely, I used sfc /scannow and it also found damaged files, but it didnt solve the issue
12:02
off*
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look if it is capped at a rounded value like exactily 1mib or something. It could be the negociation with the network adapter
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its not, as i said sometimes its < 1mbit, sometimes it goes up to like 8mbit
12:04
& it's for all adapaters as i said
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then idk ^^ cant help more
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Loshara133000woltbydimbydish 2022-08-21 12:26:09Z
Why ddrace is hard to me but blocker no
12:26
I finish multieasymap for 16 minutes and kobra for 30 min
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Loshara133000woltbydimbydish
Why ddrace is hard to me but blocker no
two very different mechanics also #off-topic
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Jupstar ✪
but its defs lot of effort xD
I am sure that the methods used in the source demo renderer will help you.
14:14
or whoever wants to deal with it
14:14
i am a javascript nerd
14:14
so i can't
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its probs easier to read it somewhere else than in random source code
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Its not random at all
14:15
Its used by all the movie makers for csgo
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and how does csgo relate to ddnet?
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Its the methods im talking about
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yeah me too
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like motion blur isn't related to csgo it self
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i probs get better results by googling "opengl blur effect" than reading this code
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as you wish
14:17
but it wouldn't hurt to have a look
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i am not going to do it anyway
14:17
maybe background rendering some day, as i find it useful
14:17
but motionblur is smth i do in editing software
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well, there's nothing to worry about, bottom guy probably doesn't have much free time (edited)
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His remote server that, at random time intervals, makes a single change in a file and commits & pushes into his repo has a lot of free time
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1099dd4 Update settings & commands - def-
15:00
8989105 Update hungarian language file (by Cellegen) - def- 818f9e8 Version 16.3 - def- 0deeadb Update brazilian_portuguese.txt - rffontenelle bdfbd33 Update french.txt - archimede67 1dbfea0 Better words - archimede67 38035bb Update Korean translations by CHaBek - cwh7435
15:00
15:13
4413799 Version 16.3 - def- 1099dd4 Update settings & commands - def- 124f1c3 Merge pull request #212 from ddnet/pr-16.3 - def-
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d3c9311 Replace POPUP_PURE with generic PopupMessage - Robyt3 d2523d9 Merge #5761 - bors[bot]
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rfc: real-time demo marker what about adding marker bind that allows to set marker in auto-demo?
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i'm pretty sure you can already do that
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really?
16:06
it would be good to know how to do it xd
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bind x add_demomarker
16:19
thanks a lot @archimede67 <3
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[quakenet] Konsti BOT 2022-08-21 16:32:49Z
the fuck happened in that update
16:32
i cant connect to localhost anymore
16:33
only via IP which doesnt allow automatically reload server when i save map
16:34
before update i could let IP field empty which connected to LAN-Server and only then auto reload would work
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seems like someone destroyed the port
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[quakenet] Konsti BOT 2022-08-21 16:50:39Z
how fix
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create issue and type this: 8996d152abe1eef489e6457617ef7df5f64e0765 is the first bad commit commit 8996d152abe1eef489e6457617ef7df5f64e0765 Author: heinrich5991 <heinrich5991@gmail.com> Date: Wed Jun 1 12:09:22 2022 +0200 Allow multiple connect addresses say its broken for localhost
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[quakenet] Konsti BOT 2022-08-21 16:57:52Z
im allowed to criticize heinreich :feelsamazingman:
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commit 8996d152abe1eef489e6457617ef7df5f64e0765 heinrich5991 Wed Jun 1 12:09:22 2022 +0200 That commit broke the possibility to connect to LAN-Server via leaving IP-field empty or write anything in it like "localhost". That creates the problem that LAN-Server wont automatically reload itself when the current map is saved with a new version. His feature is incredible usefull for mappers and especially parts you have to test tile by tile
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[quakenet] ChillerDragon BOT 2022-08-21 17:55:43Z
hrhr
17:56
wat are these multiple connection addresses about anyways? saw it in the code did not make sense to me
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@Robyt3 my pacman cmake can't find the library, even if i use PREFER_BUNDLED_LIBS=ON
18:41
did you install them on your own?
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I also have PREFER_BUNDLED_LIBS=ON and I don't compile ddnet-libs myself
18:44
can you show the exact commands and error messages you used?
18:46
I think there are weird issues if you try to build inside Git Bash while using MSYS2, in case you use Git Bash, switch to cmd when running cmake and make
18:49
No idea how it works for me, but I'm doing the exact opposite of what's recommended here https://www.msys2.org/docs/cmake/, I installed native cmake and not MSYS2 cmake
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i tried with both and it output that it cannot find library because it looks for some files extension i.e. libsth.a and not libsth.lib
19:36
native cmake (not pacman) can not compile a simple program, while pacman cmake does not find any lib
19:37
looks like it's a backslash problem: /bin/sh: line 1: C:msys64mingw64bincc.exe: command not found
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else libpng will kill the thread on an error bcs it's a fatal error. broken skin can be found in discord bugs channel weeb_okayu

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
  • [ ] Changed no physics that ...
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github down?
19:58
#3363
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There are many different ways on how this could work + look. imo, a nice solution would be to have a separate ddnet_textures.png image to game.png with just a different texture for weak hook. That ...
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oh nvm (edited)
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Great idea
20:00
Why not just remove weak hook?
20:00
Its a bug
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chillerdragon BOT 2022-08-21 20:02:22Z
Hammering through walls is also a bug
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Hammering through walls is consistent
20:04
And weak hook is determent by spawn order which is arbitrary
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no its more that hammering through walls is fun but weak hook isnt
20:06
Is it just a coincidence that all these mechanics and "bugs" actually create a good gameplay?
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this game is literally the definition of "its not a bug its a feature"
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Weak hook is an unintended feature i guess
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pilonpl
Its a bug
weak hook is neither a bug nor an unintended feature
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So what is it? And most importantly does it have impact on my life?? To answer that question we need to know what's the meaning of life.
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Chairn
weak hook is neither a bug nor an unintended feature
it is unintended though, but not a feature, yes
20:25
and also not a bug
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Maybe everything is a feature?
20:26
Or is everything a bucket?
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everything is either a duck or not a duck
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jao's hairy kebab 2022-08-21 22:08:32Z
is 🦢 duck ?
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no, 🦢 is swan
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I remember having that issue of having to set sv_high_bandwidth overwise server would lag
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Chairn
weak hook is neither a bug nor an unintended feature
maybe an oversight? it's not exactly obvious that applying velocity changes one by one would lead to some people having a weaker hook 😄
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