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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 2023-01-10 00:00:00Z and 2023-01-11 00:00:00Z
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bpw
01:35
Bowl
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im arrogant and my monitor just has horrible ghosting issues but the smooth scrolling from the beta / release candidate is smth i hope there's an option to turn off or else i will continuously opt for an older version
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@Avolicious which CNI do you use btw ?
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ReiTW
@Avolicious which CNI do you use btw ?
flannel
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Avolicious
flannel
have you ever tested cilium?
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ReiTW
have you ever tested cilium?
no
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Krimp
im arrogant and my monitor just has horrible ghosting issues but the smooth scrolling from the beta / release candidate is smth i hope there's an option to turn off or else i will continuously opt for an older version
@Robyt3 ^
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@Discord Mod
15:39
porn kek
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No porn, only scam
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Someone should add a copy button to the server info tab for ip address
16:10
Cause I see people screenshot the ip in #reports which makes it harder for mods to join
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Alexander
Cause I see people screenshot the ip in #reports which makes it harder for mods to join
Robyte already did: #6245
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Add "Copy info" buttons to server browser and ingame menu to copy the server info of the selected/current server to the clipboard. The margins around the server browser details are improv...
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murpi
Robyte already did: #6245
Doesn't ctrl+c just works fine?
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ReiTW
Doesn't ctrl+c just works fine?
It does in the server browser, but hes refering to the server info tab
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Epic
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ReiTW
Doesn't ctrl+c just works fine?
Yeah but less tech savvy people don't know that they can use ctrl + a and ctrl + c
16:14
A lot of people still rely on right click > copy
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This variable adjusts the time for smooth scrolling of all scrollregions and listboxes in the menus and editor. The value 0 disables smooth scrolling entirely.

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 indexin...
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im bummed, it looks like even ppl in the open source reverse engineering world use IDA instead of guidra, which honestly i cant blame, why would ghidra use an anncient python 2 version for scripting
18:06
guess ill have to put a hat
18:06
and sail
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There is also java for scripting in ghidra
18:07
I also much prefer the decompiler output of ghidra ngl
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the ff14 community decided on using IDA
18:07
there is some support for ghidra but it looks like an afterthought
18:07
Resources for reverse-engineering the FFXIV client's native classes. - GitHub - aers/FFXIVClientStructs: Resources for reverse-engineering the FFXIV client's native classes.
18:08
i just want to load the existing work, it requires me to use python 2 and install a dep onto ghidra via pip, which is not possible cuz older pip support is not supported
18:08
it simply doesnt work xd
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Ryozuki
the ff14 community decided on using IDA
No idea why such an ancient Firefox version has a community still
18:09
deen the troll
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Makes more sense than Final Fantasy 14, since that's even older 😄
18:11
@Learath2 why do cool games need to use c#
18:11
all the interesting things i wanna mod use it
18:12
my life sucks
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Well unity is probably the reason for most
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unreal supports c# right
18:12
i think ffxiv uses unreal 3
18:12
anyway terraria is xna and uses c#
18:12
factorio uses lua, blegh
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Unreal has no scripting in it
18:13
No c# either
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meh i probs shouldnt get into reverse engineering with such a big thing such as ffxiv
18:13
or idk
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Do some crackmes
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Luminous Engine (ルミナス・エンジン, Ruminasu Enjin), originally called Luminous Studio (ルミナス・スタジオ, Ruminasu Sutajio), is a multi-platform game engine developed and used internally by Square Enix and later on by Luminous Productions. The engine was developed for and targeted at eighth-generation hardware and DirectX 11-compatible platforms, such as Xbox ...
🇯🇵 1
🎌 1
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Learath2
Do some crackmes
ye started doing some some time ago
18:15
but its like programming, its more fun if u do something that interests you
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Yep, do some teeworlds bots maybe?
18:17
@Learath2 are u 100% they always include backdoors
18:17
otherwise i would just look at script kiddy code
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Not always, but you see some very funny stuff
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if u know some send me a dm
18:17
for research purposes
18:17
(first time i said this legit kek)
kek 1
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There is one popular bot client that has all the licenses built in, so the guy has to update it whenever he sells a new one 😄
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You can try to reverse engineer noby's verified client
18:19
but would noby put a backdoor (edited)
18:19
Sticker
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I didn't spot one. Goodguy noby
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i found a target to check
18:30
whose name i wont mention to not invoke the wrath of heinrich
18:31
@Learath2 did u do it all from scratch or u somehow loaded some symbols from somwhere?
18:31
or used the source code as help
18:31
from tw
18:31
well having knowledge about the layout of tw probs helps
18:32
so it wont be as reaslitic as a closed source game i guess
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Ryozuki
@Learath2 did u do it all from scratch or u somehow loaded some symbols from somwhere?
I once tried to import system.h to help. But I usually do just go at it from scratch
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u just import the exe right?
18:33
does importing dlls help
18:33
idk if u can even do that
18:34
iit probs doesnt make sense xD
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is there a way to get map splits from server?
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Learath2
I didn't spot one. Goodguy noby
u didn't spot it cuz of nobyC giga_chad (edited)
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@Learath2 any good resource that doesnt involve buying a book to learn more
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Mh, no idea. I learned just poking around and watching youtube videos
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yeah i think there are more yt vids than blogs
19:13
i prefer written
19:13
i guess too many h4x0rs like videos
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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...
19:29

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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bbd20cd Add ui_smooth_scroll_time variable to adjust smooth scrolling - Robyt3 e09b4eb Merge #6260 - bors[bot]
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Learath2
Mh, no idea. I learned just poking around and watching youtube videos
20:07
rust ist already installed*
20:07
or is the version important?
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that doesnt look like a rust version problem
20:09
but the linker struggles, so either the symbol is hidden for some reason
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Looks more like a linking issue, but I dont speak the german
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or the linker doesnt work with that bridge
20:09
what vsc++ is that?
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Learath2
Looks more like a linking issue, but I dont speak the german
how dare u not
20:09
aufgeloste externe
20:09
ez
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red deutsch du opfer
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Ryozuki
how dare u not
I never learned the language of beer
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The language of ddnet somehow
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When you do /save on a map, the server says something like that: Use "/load abc" if the save was successful or "/load Onion Tomato Burger" if it failed. I think the message was different some versions before. Zwelf* changed that because we had problems with the dbs i guess? The message is very confusing imo because the user does not know what the code is exactly, is it possible to change that? (edited)
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*Zwelf, not Welf ^^
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you dont know what a onion tomato burger is?
kek 1
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Yeah I was never very happy with that. I think we are about to change it
👍 1
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da54118 Update simplified_chinese.txt - Cheeser0613 9336ed0 Merge #6261 - bors[bot]
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Team save in progress. You'll be able to load with '/load abc' if save is successful or with '/load panda hers union' if it fails Team successfully saved by Patiga. Use '/load abc' to continue
20:45
yes, can probably be improved, Zwelf should know best what is possible there
20:46
(I saved on multeasymap if someone wants to steal :p )
no 1
poggers2 1
ww 1
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Jupstar ✪
what vsc++ is that?
Microsoft Visual Studio Community 2022 (64-Bit) - Current Version 17.4.2
rustc --version rustc 1.55.0 (c8dfcfe04 2021-09-06)
cargo --version cargo 1.55.0 (32da73ab1 2021-08-23)
cmake generated for Visual Studio 15 2017
(edited)
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why not for 2022
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I think Zwelf or deen wanted to try making save codes non-unique
20:58
(Team members + map + code) would be unique instead
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Yeah, that would be the fix. The problem with that is, that we would not be able to give hints about which player is missing/which player is not in the team when loading. (edited)
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Ye idk if I like that. What was the issue that made us randomly generate codes anyway?
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Note that the "Team save in progress" message is just an additional message when the database connection takes long. The final message which save code to use will come later.
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Can't we first make sure the code is unique and available, insert it into the db with a null save so it cant be loaded yet than save the team?
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yes, except when the db is unavailable
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why using old rust
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should be new enough
21:05
@Daniel what did you do to get this error message?
21:05
what did you try to compile? how did you load ddnet into msvc++? which version of ddnet is that?
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heinrich5991
yes, except when the db is unavailable
It should still end up on the local sqlite, maybe we shouldn't plan around the exceptional case? It is a little weird what we do with the random code
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what do you propose happens when the save code is a duplicate? it's simply lost?
21:09
the code currently inserts it into the local db first (this way makes sure that it'll definitely persist), then inserts it into the global db, and then removes it from the local db again
21:09
but for the local db, it can only use the random code
21:09
what might work is only mentioning the random code after a short timeout
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In the case of a hopefully unlikely duplicate we can manually append a number or sth
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heinrich5991
@Daniel what did you do to get this error message?
I have created my folder with git clone --recursive https://github.com/ddnet/ddnet and then I have a cmake gui with which I run the cmake and the configure and build. Then I tried to run client as well as server. Rust etc was already installed before
DDraceNetwork, a free cooperative platformer game. Contribute to ddnet/ddnet development by creating an account on GitHub.
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Learath2
In the case of a hopefully unlikely duplicate we can manually append a number or sth
then we can't tell the user the save code
21:10
because we don't know hte number while saving
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Daniel
I have created my folder with git clone --recursive https://github.com/ddnet/ddnet and then I have a cmake gui with which I run the cmake and the configure and build. Then I tried to run client as well as server. Rust etc was already installed before
I'll try that as well, haven't worked with the cmake gui yet
21:11
if you want, you could try the native cmake integration in the meantime
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Learath2
In the case of a hopefully unlikely duplicate we can manually append a number or sth
How about we keep a list of save codes in memory incase the connection dies, so we atleast know most of the codes
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b69b8bd Update traditional_chinese.txt - Cheeser0613 ddabc11 Merge #6262 - bors[bot]
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Just how long of a database outage do we have to be prepared for anyway?
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completely gone
21:12
hours
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heinrich5991
if you want, you could try the native cmake integration in the meantime
e] CMake Error at CMakeLists.txt:40 (project): [cmake] The CMAKE_C_COMPILER: [cmake] [cmake] C:/Program Files (x86)/Microsoft Visual Studio/2019/Community/VC/Tools/Llvm/x64/bin/clang-cl.exe [cmake] [cmake] is not a full path to an existing compiler tool. if i try to compile and build it with vscode and select native cmake
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with native, I meant opening the project folder (without using the cmake gui) with msvc++
21:13
(unless that's already what you did)
f3 1
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Daniel
e] CMake Error at CMakeLists.txt:40 (project): [cmake] The CMAKE_C_COMPILER: [cmake] [cmake] C:/Program Files (x86)/Microsoft Visual Studio/2019/Community/VC/Tools/Llvm/x64/bin/clang-cl.exe [cmake] [cmake] is not a full path to an existing compiler tool. if i try to compile and build it with vscode and select native cmake
because vscode != msvc++
21:14
this is why I was confused. but you used msvc++ and not vscode?
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Mh, maybe we can special case the connection being alive? Idk I just don't like the UX with this
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I agree the UX could be improved
21:14
we could output the save code only after a delay of 1-5 seconds
21:15
either the right one (if saving works) or both (if saving still didn't work after 5 seconds)
21:16
@Daniel the path C:/Program Files (x86)/Microsoft Visual Studio/2019/Community/VC/Tools/Llvm/x64/bin/clang-cl.exe does not exist on your system?
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i done a clean start... gimme a minute (edited)
21:19
ok after i deleted out and build folder what got created by cmake gui or vscode.. msvc++ created the build folder and its running perfectly... but why sometime my msvc++ dont trigger the configure process if i open the folder
21:20
this was first time the error happen to me since years
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I don't know why it doesn't configure sometimes
21:20
perhaps because it's already configured?
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nah... i often try it like that. if its not get triggered i open cmake gui and then it works
21:21
but thanks 🙂
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you're welcome 🙂
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you are all using msvc++? like why not switching to vscode?
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we all linux fanboys
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didnt you use macOS?
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vulkan disagrees
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the build doesn't work in vscode?
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Linuxgang
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(I think most devs here are on linux, which is why the experience on the other OSs sucks a little, unfortunately)
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gentoo gang
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heinrich5991
(I think most devs here are on linux, which is why the experience on the other OSs sucks a little, unfortunately)
it works fine on windows for playing
21:27
less for developping 😄
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heinrich5991
(I think most devs here are on linux, which is why the experience on the other OSs sucks a little, unfortunately)
FeelsAatlantisMan
21:27
playing and programming on windows but like using servers i run it on linux
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but it's great that you're trying it out 🙂 deen also improved the mac build once he started using macos ^^
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robyte is using windows
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the problem is im a big nub debugging on linux
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so best is to ask him, if vscode works, he might uses with with mingw tho
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i have to debug more the macos issue
21:29
but i dont like using my mac
21:29
Process 43889 stopped * thread #1, queue = 'com.apple.main-thread', stop reason = signal SIGSTOP frame #0: 0x00000001aac11564 libsystem_kernel.dylib`__psynch_cvwait + 8 libsystem_ke...
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ahh i got another question... i got a custom Server and want to write unit tests for it but i never saw it how you test connection dummies to server.. just the headless client thing.
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we only have the headless client/integration test thingy for that, unfortunately
21:31
no good testing for this, sorry
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yea saw it on github actions. Is there away to controll the headless client.. not only giving command on startup
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you'd have to ask chillerdragon
21:33
I think it is controlled at runtime
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i will do ask him some day.
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heinrich5991
either the right one (if saving works) or both (if saving still didn't work after 5 seconds)
Is there a reason we dont just give a random code to the user if the db connection gets a timeout? (edited)
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yes, db connection might take a long time but not return an error
21:59
hence I want to give the random code after the timeout
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ed1bf05 Update translations for upcoming 16.7 - def- 1cdbb1b Version 16.7 - def- 09c21d5 For integrated and discrete GPUs always prefer what comes first in the list - Jupeyy dbfaecc Minor brazilian portuguese fix (by Akari) - def- 8cd3335 Update russian.txt to incoming 16.7 update - lolipodass d4afa55 Update french translations - Chairn 99dae9e Update spanish.txt - n0Ketchp 9ac6b39 Update spanish.txt - n0Ketchp 58558c4 Add error handling when enumerating physical devices - Jupeyy 31a69c5 Followup fixes for physical devices - Jupeyy 0aefd10 Add warning for missing integrated CPU driver - Jupeyy 2c2f319 Update Korean translations by CHaBek - cwh7435 47cb543 Add new french translations for 16.7 - Chairn 3cfefd1 Update brazilian_portuguese.txt - rffontenelle 50cefec Add ui_smooth_scroll_time variable to adjust smooth scrolling - Robyt3 5d04254 Update simplified_chinese.txt - Cheeser0613 9a882b4 Update traditional_chinese.txt - Cheeser0613
22:42
0c4ce37 DDNet 16.7 - def- a701cec Merge pull request #234 from ddnet/pr-16.7 - def-
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new version 😅 prepare for reverts
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I see only translations commits, one from Robyt and yours
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@heinrich5991 @Learath2 Could you update antibot on official servers? ./DDRace64-Server_sql: symbol lookup error: /home/teeworlds/servers/libantibot.so: undefined symbol: mem_comp
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For now I'll run with older version
Exported 204 message(s)