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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 2022-09-26 00:00:00Z and 2022-09-27 00:00:00Z
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Someday aliens are going to land their saucers in a field somewhere in New Jersey and everything is going to go just fine right up until we try to explain our calendar to them
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Is there anyway I can get my custom client to whitelist on GER10 servers automatically?
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i guess that would defeat the purpose of ger10
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is it supposed to be impossible with self compiled ddnet?
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Tater
is it supposed to be impossible with self compiled ddnet?
there should be no problem connecting with a custom client AFAIK
07:26
which client do you use?
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Tater client? troll
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Tater
is it supposed to be impossible with self compiled ddnet?
as long as u don't break the netcode lmao
07:35
it should work
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Chairn
i guess that would defeat the purpose of ger10
Don't think so, it could work fine
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unless Davide already implemented the changes for custom client then I think it's not supposed to work yet
07:39
I won't try to do any sort of spoofing a ddnet version so I'll just wait till it's fixed
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GER10 is not running right now
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Tater
unless Davide already implemented the changes for custom client then I think it's not supposed to work yet
wow, you're so ahead of your time, already living in october
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I am trying to control some server-side dummies, but I'm getting NULL pointers when m_apPlayers[MAX_CLIENTS-1 -i]->GetCharacter() at gamecontext.cpp:1109. What should I do to be able to use them?
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Mr.Gh0s7
I am trying to control some server-side dummies, but I'm getting NULL pointers when m_apPlayers[MAX_CLIENTS-1 -i]->GetCharacter() at gamecontext.cpp:1109. What should I do to be able to use them?
Maybe show some more code
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if (g_Config.m_DbgDummies) { CNetObj_PlayerInput inp; CCharacter *ch; CCharacterCore core; vec2 pos, vel; int hs, j, sk; int i, id; char inpbuf[256]; for (i = 0; i < g_Config.m_DbgDummies; i++) { if (!(ch = m_apPlayers[MAX_CLIENTS-1 - i]->GetCharacter())) continue; core = ch->GetCore(); pos = core.m_Pos; vel = core.m_Vel; hs = core.m_HookState; j = core.m_Jumps; if (!(fgets(inpbuf, sizeof inpbuf, infifos[i]))) ferrn("fgets"); sscanf(inpbuf, "%d %d %d %d %d %d", &inp.m_Direction, &inp.m_TargetX, &inp.m_TargetY, &inp.m_Jump, &inp.m_Hook, &sk); selfkill |= sk; } m_apPlayers[MAX_CLIENTS-1 - i]->OnPredictedInput(&inp); }
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Check if m_apPlayers[...] is nullptr before dereferncing it with ->GetCharacter()
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Ah I see thanks
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@Ryozuki i have an idea for you
11:54
please implement a proper rustTeX with correct documentation
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i can't build on windows with msvc with this error (current master) Fehler C1033 Programmdatenbank "C:\Users\lukas\ddnet\out\build\x64-Release\CMakeFiles\DDNet.dir\vc140.pdb" kann nicht geöffnet werden C:\Users\lukas\ddnet\out\build\x64-Release\ddnet C:\Users\lukas\ddnet\src\engine\client\sound.cpp 1 anyone knows how to fix it? edit: nvm, i re-added a build option and now it works (edited)
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When there are two servers (same location, eg both GER 2), hide one of them and indicate, that the row in the server browser list represents two empy servers.
  • either like this: "2x DDNet GER 2 - Brutal"
  • or like this (in Player count) "0/63x2"
Only combine empty servers. Only exact same (same location, map, type, 0 players). Add switch to activate / deactivate this feature in settings. in this case it would change something: ![brutal-1](https://user-images.githubusercontent.co...
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Ryzen 7000 with iGPU reaching > 100 fps in DDNet, good enough: https://www.phoronix.com/review/ryzen-7900-series-gaming/2
Before getting to the cross-CPU Linux gaming benchmarks with the Ryzen 7000 series...
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😅 missclick
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deen
Ryzen 7000 with iGPU reaching > 100 fps in DDNet, good enough: https://www.phoronix.com/review/ryzen-7900-series-gaming/2
Wtf xD i bet cpu rendering is faster
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double clicking in newer versions of ddnet on osx sometimes causes the window size to expand rather than its intended effect. happens more often when using the UI like server browser but still sometimes ingame when shooting quickly. why? cant seem to figure out how to reliably reproduce it
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noby
double clicking in newer versions of ddnet on osx sometimes causes the window size to expand rather than its intended effect. happens more often when using the UI like server browser but still sometimes ingame when shooting quickly. why? cant seem to figure out how to reliably reproduce it
I get this too, but I think I always had it
15:36
but only when I had focus on another window before
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deen
Ryzen 7000 with iGPU reaching > 100 fps in DDNet, good enough: https://www.phoronix.com/review/ryzen-7900-series-gaming/2
no amd drivers? ChristmasSadge
16:16
I have a 600€ valued pc build from 2019 and it still rocks 1600+ fps on ddnet
16:16
but tbh, locking your fps to your monitor refresh rate is the best (aka gsync) (edited)
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all syncs are evil inventions from the devil himself
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Cellegen
I have a 600€ valued pc build from 2019 and it still rocks 1600+ fps on ddnet
but tbf the benchmark was the GPU benchmark, probs urs goes under 1000 fps there ^^ (edited)
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When I added the DDNetLaser in https://github.com/ddnet/ddnet/pull/5639/files#diff-e195619de6313551c4860509fac98e9002a0e1bc76c465784eb111cbf24bc5cd I forgot to let the server send it for guns, lights, doors. It's not that bad, because the client determines the type based on the EntityEx that it has, but it might be cleaner to send the correct type already directly from the server (doesnt need a client update). On my server I send these types already with the DDNetLaser correctly like they...
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Learath2
Look I'm doing evangelism
redstar justatest
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Jupstar ✪
but tbf the benchmark was the GPU benchmark, probs urs goes under 1000 fps there ^^ (edited)
justatest as if it matters for gamers
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we need better hardware, 15k FPS are not 1 million FPS :/
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the next step is skipping the kernel
17:19
make ddnet bare metal
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amd hater
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amd eater
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Ryozuki
make ddnet bare metal
DDNet ASIC when?
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ReiTW
amd sux
+1
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thatd be insane lol
17:39
imagine having a ddnet chip on your computer
💀 1
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This pull request will make the server send the correct lasertype directly. The client would not need to determine it based on the EntityEx anymore. The checking for that maybe should also be removed on the clientside as it is not needed anymore when using DDNetLaser. Also, I fixed the NetObject to accept -1 (no owner). That is important in order to be able to render the laser at full opacity for everyone.

Checklist

  • [ ] Tested the change ingame
  • [ ] Provided screenshots if it is...
19:31
old
19:31
already sent
19:31
BASED
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what do you think about a rust TeX implementation?
19:32
why is this shit so fucking slow?
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maybe its simply implemented bad xD
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i think so
19:37
Compilers are pretty fast, and i believe they perform much more complex computation
19:38
on the other hand, i think typewriting systems are a pain in the ass because for each character, you gotta handle several boxes that may or may not combine with previous and following character...
19:38
so a lot of condition
19:38
but i think it's badly implemented still 😄
19:39
The real problem i have with latex, is that when something doesn't work, you have no way of debugging it...
19:39
+ every package access the same global variables, so it's a big mess
21:43
idk
21:43
layex is complex
21:43
latex
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my template takes 7 to 8 seconds just to read all packages...
21:56
even if i included all boost library in c++, it wouldn't take that long. Now which one has the most character?
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