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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 2022-10-08 00:00:00Z and 2022-10-09 00:00:00Z
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i just wanna get this done with https://cdn.discordapp.com/attachments/295908390956433410/1027702787041144902/Run_View.demo.mp4 is this run cycle ready to ship or is there anything else i need to attend to
01:11
i -made the body bounce less -fixed the foot going back too much -made the heel touch the ground going to front
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sad ending
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Looks great to me
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murpi
sad ending
daft punk
01:29
anyways ill wait until @Jupstar ✪ reviews this once again
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Looks smooth, but need to test myself xd
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What you need to attend to is removing it completely /s
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well time to install gentoo
08:45
just gotta remember to not delete my uefi partition this time
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dont forget to make benchmarks xdd
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i have windows to benchmark against i guess
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i want to know the diff between march native, o3, lto and default packaging OS wide
08:46
lol
08:46
windows
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how to benchmark
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i dunno
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pick 2-3 favorite games
08:47
and apps
08:47
and check if they run better
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im 2 lazy i just wanna install gentoo rn -.-
08:47
i dont even have steam on nixos
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ok
08:47
then at least check how long compiling takes
08:48
ok
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that's what makes it most unattractive to me 😄
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gentoo?
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compiling ROCM from an arch packages took like 1.5h
08:48
yes
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self compiling simply slow
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What cpu
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3800x
08:49
I have 5600x
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yeah gl
08:49
i dunno what packages u use
08:50
but i'd use smth like kde which already takes 1h to compile xD
08:50
firefox slow too
08:50
u should at least estimate 2h i guess
08:51
ohh
08:51
gcc was also insanly slow i think
08:51
llvm is insanly huge too
08:51
and required for mesa
08:51
so maybe better estimate 3h
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The compile time thing is only a problem during the initial setup imo
10:53
I can just compile single updates in the background
10:54
Gcc, llvm, rust are pretty slow though as they usually bootstrap all the way
10:56
Boost is another one that's notoriously slow
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Well i hope its doing its thing
11:11
I left it doing the new @ world thing (edited)
11:11
And went out xd
12:42
When can we uwe c++23 ?
12:42
I need this BASED
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[quakenet] ChillerDragon BOT 2022-10-08 13:39:29Z
@heinrich5991 I end up missing the generated files way too obvious. Any chance we can somehow trigger generation at the beginning of compilation at all times?
13:39
s/ovious/often
13:39
wtf
13:39
somtimes my brain just breaks
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[quakenet] ChillerDragon BOT 2022-10-08 14:24:08Z
Can we get 10x faster snapfinditem pls? @Robyt3 u interested? github.com/teeworlds/teeworlds/commit/e6b8518b49c353963af35efad8465d9066fb819e
14:24
ou can discord do links without https:// ?
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no
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Incorporate const added in those upstream commits: https://github.com/teeworlds/teeworlds/commit/d86d576217eeb843c822568f6b8f97ac852ac0d7 https://github.com/teeworlds/teeworlds/commit/e6b8518b49c353963af35efad8465d9066fb819e

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
  • [ ] Con...
14:41
go jupstar gotta increase those fps
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wont give much
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[quakenet] ChillerDragon BOT 2022-10-08 14:41:41Z
10 TIMES MORE FPS
14:41
pog
14:42
yea watever i managed to crack my pr done without it :D
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yeah give me 10 times more fps chillerdragon
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[quakenet] ChillerDragon BOT 2022-10-08 14:44:02Z
i sadly got none :c
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100k fps is 1/10th million fps
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[quakenet] ChillerDragon BOT 2022-10-08 14:44:21Z
but according to lordsk you can make findsnap 10 times faster in debug mode
14:44
he has good marketing in his commit message
14:44
i approve
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yeah then do it^^
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[quakenet] ChillerDragon BOT 2022-10-08 14:45:05Z
i dont get a single line of dis code
14:45
skill issue
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maybe it helps with enough traffic going on
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[quakenet] ChillerDragon BOT 2022-10-08 14:45:29Z
10times faster sounds like it could have impact on a snap spammed server
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we will not find out until you do it
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[quakenet] ChillerDragon BOT 2022-10-08 14:45:59Z
i wont
14:46
well not before i got 0.7 working
14:46
im back to 1 step fordward and 2 back :D
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Hm, I think we already did a similar optimization
15:05
Atleast I remember reading about it, maybe when trml introduced switch states to the snap?
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Most of the changes from https://github.com/teeworlds/teeworlds/pull/2129 are undone again by fixing an issue with demos in https://github.com/teeworlds/teeworlds/pull/2216
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[quakenet] ChillerDragon BOT 2022-10-08 15:10:33Z
ou
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@Learath2 how to hide emerge build logs and only show x of y lines etc?
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Hm, I never tried it but there is a setting for it. It enables automatically if you enable parallel builds
16:48
I only have my phone with me so can't check, but you should be able to google around for it
16:49
Maybe do man emerge and look for quiet
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--quiet-build y
16:50
Works
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how far is it
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emerge --jobs --load-average 12
16:52
For best right
16:53
Seems like yes
16:53
Im just finishing building kde
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lol, why did u even build it 😄
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Wanna try kde
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but anyway, it builds since more than 3h already isnt it?
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I wasnt home
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so you stopped it?
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And think 20-30 mins passed
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ah ok
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Whats a good load average to use full resources
16:57
I have 12 threads
16:57
Make.conf has j12
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Ryozuki
Whats a good load average to use full resources
Not so easy to figure out tbf, hyperthreading, ram limitations, how well the individual builds parallelize all make it really annoying to figure out
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32gb ram
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-pipe
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Hm, so you have enough ram. If you don’t mind emerge using your whole cpu then load average 12.0 makes sense
17:01
But it will make your computer pretty much unusable while things build
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Well i need to build this to hade a desktop
17:01
xd
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Oh, for the initial build that’s fine yeah
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Jupstar ✪
-pipe
-pipe is nice too yeah, you have the ram for it
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Its there already
17:04
Time to buy a threadripper
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I don’t think I ever built kde or gnome. Lxde took me about half an hour the time I tried it
17:06
I’m honestly just too used to tiling wms now, don’t think I’ll ever really go back
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kde build is bit annoying bcs it doesnt build multiple (independent projects) at once, so u often waste time for the cmake .. command
17:08
would be nicer if they more CPU bound
17:10
but maybe gentoo fixed that ofc, i just used kdesrc-build
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Learath2
Hm, so you have enough ram. If you don’t mind emerge using your whole cpu then load average 12.0 makes sense
you can easily add 25% of load
17:11
with 12 cores, -j15 should be the fastest (edited)
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Well he said 12 threads. And also tarhetting a load average of 12 in that config will run multiple makes with -j12 each
17:12
Targetting*
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i already showed u can easily go much higher
17:13
without real effect
17:13
except maybe more ram usage 😄
17:14
can u also build gentoo with ninja?
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No, not all packages build with ninja
17:15
There is one more thing that should be integrated into emerge imo, it should be actively controlling the total amount of jobs instead of total amount of builds
17:15
Launching 3 make -j12's at the same time isn't exactly the sanest of things
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in summary
18:14
i lost all day compiling, i got kde without any app
18:14
gg
18:14
tomorrow more
18:14
im gonna play now xD
18:14
maybe i should ditch kde
18:15
kde-apps are 300 things to emerge lol
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yeah kde games
18:25
for kids
18:25
compile them
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ill remove kde tomorrow
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peace in rest
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ChillerDragon: you mean your build fails because the generated files aren't there? then some dependency information is apparently wrong
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Sorry for putting this off for so long. Turns out animating with raw code is harder than you'd think. https://user-images.githubusercontent.com/95713843/194726134-40925aea-6ec4-40ae-9597-b80a28d1b6a2.mp4

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 (especially base/) or added coverage to integration test
  • [ ] Considered possible...
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@Voxel nice, looks much more like running now gj
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thanks ^^
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now the non running even looks worse at the edge of where the animation changes xD
20:37
the walking generally looks weird now xD
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i didnt do the walking tho, matricks did LOL
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i know
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i think if i change the walking id be twice as flamed
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imo if its well done its fine, u can get used to improvements
20:39
i think the running really looks like running now
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thats good!
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it indeed looks great!
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I'm going out for supper, but in the meantime, I want to think about what to do next.
20:45
I want there to be a way where if you, say, scan a folder for images, it will also check its directories if possible. If you have a folder inside your skins folder that isn't accounted for. And the editor's Readd function is kind of useless if you also have folders in mapres. (edited)
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chillerdragon BOT 2022-10-08 20:50:53Z
Yea and that is a reoccurring pain. And can stay undiscovered during development until the build folder is wiped. I find it quite tricky to then fix those issues months later when cloning the repo on a new machine. (@heinrich5991)
ChillerDragon: you mean your build fails because the generated files aren't there? then some dependency information is apparently wrong
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I've never seen this before
20:51
is your setup different from mine?
20:51
what OS do you use?
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chillerdragon BOT 2022-10-08 20:52:01Z
Only happend to me in the last few years since I switched to Linux
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hm, I only ever compile on linux
20:52
you're talking about ddnet, right?
20:52
what distribution do you use?
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chillerdragon BOT 2022-10-08 20:53:05Z
But across repos. Seen it in ddnet++ and even in F-DDrace once.
20:53
It’s a issue in the code base
20:53
Not on the os
20:54
If you are curious I can try getting my broken state from today to not work again
20:55
Im not sure if I mix different issues but it’s always the generated code
20:59
I got it in my vanilla protocol debug branch today. I probably messed up some c++ basics and includes but the end result was a missing include of generated protocol. I ended up doing random restructuring until it worked. But during that time I kinda wished that the code would be generated and linked as early as possible to avoid such issues but not sure how bad that would be
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I read heinrich5991's comments on animations PR and why you shouldn't add more config options, but i think this is too big update to just left it as it is. I already posted in #bugs some negative comments by some good players, maybe you received other complaints too, so please consider adding options to disable them.
21:07
There are reports from China of timeouts to master1.ddnet.org We don't have a mirror in China unfortunately

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 (especially base/) or added coverage to integration test
  • [ ] Considered possible null pointers and out of bounds array indexing
  • [ ] Changed no physics that affect existi...
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@murpi when you have time could you accept https://github.com/ddnet/ddnet-discordbot/pull/34 and apply the change? heartw
22:12
7fda04f Fix twmap-edit binary call - Patiga 5a01798 Merge pull request #34 from Patiga/patch-1 - def-
22:12
Thanks @Patiga
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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 (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+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-ad...
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b83a1a5 Update spanish.txt - n0Ketchp ca4dd58 Merge #5922 - bors[bot]
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fc09212 Tweak the running visuals - VoxelDoesCode b7da208 Merge #5919 - bors[bot]
Exported 194 message(s)