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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 2023-06-22 00:00:00Z and 2023-06-23 00:00:00Z
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heinrich5991
does that error happen without you doing that explicitly?
yep
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deen
There is some documentation in ddnet-skeleton too: https://github.com/teemods/ddnet-skeleton-readme
Is it up-to-date?
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fokkonaut
https://github.com/teemods/ddnet-skeleton-readme definitely has wrong documentation about gameflags
no.
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ah oops
07:38
my bad
07:38
for some reason placed spectator_info in loop xd
07:38
teehee
07:44
ah no
07:44
still the same
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can you give example code that gives the error?
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fn send_snapshots(&mut self) { let mut peer_set = self.server.send_snapshots_peer_set.take(); peer_set.clear(); peer_set.extend(self.server.peers.keys()); for snap_pid in &peer_set { let mut builder; let delta_tick; let snap_ingame = if let PeerState::Ingame(ref mut ingame) = self.server.peers[snap_pid].state { builder = ingame.snaps.new_builder(); delta_tick = ingame.snaps.delta_tick().unwrap_or(-1); ingame } else { continue; }; builder.add(0, GameInfo { game_flags: 0, game_state_flags: 0, round_start_tick: Tick(0), warmup_timer: 0, score_limit: 20, time_limit: 0, round_num: 1, round_current: 1, }); if let Some(mode) = &snap_ingame.spectator_mode { builder.add(snap_pid.0.assert_u16(), SpectatorInfo { spectator_id: mode.to_net(), x: snap_ingame.input.target_x, y: snap_ingame.input.target_y, }); } ...
08:04
bruh
08:04
for some reason character snap duplicates itself
08:04
should debug it more precisely next time
08:04
sorry for disturbing
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@Jupstar ✪ hi I am asking you directly, because I know you are familiar with the demo render. I want to render a demo similar to this video: https://youtube.com/clip/UgkxaatQ8twQC4FBRugJImdzcJogwhhG_dMB Is this possible with the current release? The background is: i am trying to finish the map notelebro right now and have a lot of failed attempts saved as a demo. (I have bound my kill bind to stop recording, kill and start recording a new demo). If I have a succesfull run, I want to render all the unsuccessful attempts into the successful demo too. How to do it?
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My initial idea is to make the demo render capable of rendering ghost. Then convert the failed attempt demos to ghosts, and then make it possible to have multiple ghosts rendered at once.
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cauldron
@Jupstar ✪ hi I am asking you directly, because I know you are familiar with the demo render. I want to render a demo similar to this video: https://youtube.com/clip/UgkxaatQ8twQC4FBRugJImdzcJogwhhG_dMB Is this possible with the current release? The background is: i am trying to finish the map notelebro right now and have a lot of failed attempts saved as a demo. (I have bound my kill bind to stop recording, kill and start recording a new demo). If I have a succesfull run, I want to render all the unsuccessful attempts into the successful demo too. How to do it?
I was working on this for a little bit, it's quite annoying with the current demo system but not impossible
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cauldron
@Jupstar ✪ hi I am asking you directly, because I know you are familiar with the demo render. I want to render a demo similar to this video: https://youtube.com/clip/UgkxaatQ8twQC4FBRugJImdzcJogwhhG_dMB Is this possible with the current release? The background is: i am trying to finish the map notelebro right now and have a lot of failed attempts saved as a demo. (I have bound my kill bind to stop recording, kill and start recording a new demo). If I have a succesfull run, I want to render all the unsuccessful attempts into the successful demo too. How to do it?
Tldr without video ?
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Rendering more than 64 tees would be hard unless they're ghost files
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Ah so many tees at once
11:18
Yeah ghost files probably easier in this case
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Will ghost files render in demos?
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I was thinking demo files would be easier but maybe not
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And can I have multiple ghosts? (Yes right?)
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If not forcing that is probs still easier
11:19
Than process multi demo at once
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But how to convert a demo into a ghost
11:20
Its a manual demo, recording starts after respawn, not after racestart
11:22
I could also change my client to save a ghost when I kill (not just finishh)
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(There are no tools for this and the formats involved are not very easy to parse, it'll take a lot of work to chop up a demo of many attempts into many ghosts of single attempts)
11:22
You'll have a better time modifying the client to record a ghost per attempt at the first place
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And then render the ghosts in the demo
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I mean u could maybe load demo. Skip to a specific moment render all tees. Close demo go to next etc.
11:23
But even that is not easy to implement and probably show
11:23
Slow
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I have a lot of demos, now I am better and don’t fail a lot anymore. (edited)
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You can render with a green background, invisible map tiles and ghostify in post 😄
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cauldron
I have a lot of demos, now I am better and don’t fail a lot anymore. (edited)
What about rendering the background without tees then all demos same free cam coordinates and let a video edit software do the magic ?
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Learath2
You can render with a green background, invisible map tiles and ghostify in post 😄
This would only work with a static view. Like zooming out. But with a moving “camera” the tee will be inside walls
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You could do it somewhat easily if you: Save camera movement from one demo Record all the other demos with that camera movement and don't render the background or the map. Combine them in a video editor
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Export the camera move yeah
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Jupstar ✪
What about rendering the background without tees then all demos same free cam coordinates and let a video edit software do the magic ?
How to do free camera coordinates
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Anyway, no matter how you approach it, very annoying to mildly annoying problem
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lol all 3 of us typed the same thing
11:27
Setting the camera position to a ghost should be doable without much work
11:27
Then render demo files
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Learath2
Anyway, no matter how you approach it, very annoying to mildly annoying problem
That’s why I am asking you, to find a not annoying way
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I would use the camera move from the finished best run. Render all other demos with that camera move but everything transparent except tees. Render the good run with only bg, then only tees. Layer them together
11:30
That's the least amount of coding I can imagine this project entailing
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Thanks
11:30
I’ll try that
11:31
Do I have to edit the demo file directly to hide stuff or can I do that in the client?
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I'd export the camera move as a list of coordinates per tick btw
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cauldron
Do I have to edit the demo file directly to hide stuff or can I do that in the client?
You'll need to code those. I think with the vk renderer you just need to change some shaders to get invisible bg and tiles. @Jupstar ✪ right?
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just remove render map layers it's like 1 line
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Couldn’t I “spoof” the map of the demo and remove tiles (edited)
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You can try. Patch out the crc check and use an empty map with green bg, but then you'll need to chroma key out the green
11:36
I think editing the shader or jjst removing the map layers render line is easier
11:36
s/jjst/just/
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Learath2
You'll need to code those. I think with the vk renderer you just need to change some shaders to get invisible bg and tiles. @Jupstar ✪ right?
With ogl it's probably easier ^^
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Ty anyway Ill show you my results
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Jupstar ✪
With ogl it's probably easier ^^
With vk you don't need to recompile though. Why do you think gl would be easier?
11:46
Ah the vk shaders are compiled, right
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Learath2
Ah the vk shaders are compiled, right
Yeah VK only knows spirv
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nvm, this is easier in code, we use the same shader for stuff like map items
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cauldron
Do I have to edit the demo file directly to hide stuff or can I do that in the client?
empty entities asset + cl_text_entities 0 + green background might do the trick without editing the client or demo
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Isn't the camera movement the biggest problem?
11:56
It has to match in all demos
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hus3h
empty entities asset + cl_text_entities 0 + green background might do the trick without editing the client or demo
You still get stuff like map items, doors etc
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Jupstar ✪
Isn't the camera movement the biggest problem?
indeed that will still need to be coded or edited in the demos if possible
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Learath2
You still get stuff like map items, doors etc
oh didn't think of that
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Jupstar ✪
Yeah VK only knows spirv
spirv best
12:21
llvm has spirv target too iirc
12:21
A tool and a library for bi-directional translation between SPIR-V and LLVM IR - GitHub - KhronosGroup/SPIRV-LLVM-Translator: A tool and a library for bi-directional translation between SPIR-V and ...
14:06
how to solve this
14:08
Are you up-to-date?
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Interesting why this was needed all of a sudden
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Learath2
Interesting why this was needed all of a sudden
windows
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Learath2
Interesting why this was needed all of a sudden
VS update in github's windows agents
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Yeah but why in the new version of vs we need to link to ntdll explicitly?
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would like to select many groups in editor .... sry if it's not possible .
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Learath2
Yeah but why in the new version of vs we need to link to ntdll explicitly?
Maybe the old version linked to it implicitly
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Updated performance, developer experience, and site
16:23
svelte is better than react btw
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yo amigos anyone know what im doing wrong with the CMakeLists here? It gives me this error even though as far as i can tell the files are sorted and all in the cmakelists file
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it sadly doesnt use the directory like sorting
17:12
but instead purely ascii based afaik
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hmm but isnt it in the right place still? since behavior... starts with a 'b'
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but the items in itself
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@Jupstar ✪ bot alert
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Ryozuki
@Jupstar ✪ bot alert
VULKAN=OFF triggers me more here
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ahaha
17:14
my old ass pc doesnt even support vulkan
17:15
got an amd gpu from like 2012
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i never heard of that year
17:15
2012 wow
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AMD Radeon HD 7770 D:
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Jupstar ✪
but instead purely ascii based afaik
also thanks, i got the order right finally. Bit of an annoying way to list source files IMO, though I'm not an expert on cmake
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its not cmake related
17:20
someone simply decided it like this
17:20
but yeah just accept, its easier xd
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it just stops unnecessary bike-shedding discussions about the correct order if it's forced to be sorted
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@Jupstar ✪ what do you think of doing like this vs having a CMakeLists per directory?
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Robyt3
it just stops unnecessary bike-shedding discussions about the correct order if it's forced to be sorted
i see
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BillionRay
@Jupstar ✪ what do you think of doing like this vs having a CMakeLists per directory?
i dunno, sounds annoying too
17:22
to find them all
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Ryozuki
Click to see attachment 🖼️
17:36
^ currently a bug
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ninja cooldown indicator still isn't fixed
17:41
i believe it's still in the top left
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I think that's by design (?)
17:41
can you link the issue?
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it's impossible to see when you're focused on your tee
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heinrich5991
can you link the issue?
idk if there's one, will check later
17:43
making the ninja countdown with the bar might be hard
17:44
making it as usable as it was with stars
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Theres a PR which moves the bar below the tee IIRC (edited)
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Cap'n Proto for Rust. Contribute to capnproto/capnproto-rust development by creating an account on GitHub.
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Robyt3
Click to see attachment 🖼️
xD
17:50
good bug
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what "standard" binary serialization formats are there? which should I use when?
17:51
I also know ASN.1 and protobuf
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Values are encoded in a format that is suitable not only for transmission over a network and persistence to disk, but also for zero-copy in-memory traversal. That is, you can completely skip serialization and deserialization! It's in this sense that Cap'n Proto is "infinity times faster" than alternatives like Protocol Buffers.
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ASN.1 is standard but incredibly looked down upon for reasons I don't know
17:51
cap n proto is made by the guy who made protocol buffers
17:51
and left google
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so when should I use capnproto?
17:52
is there tooling support? can I read it without a schema?
17:52
e.g. can wireshark decode capnproto?
17:53
like protocol buffers i guess
17:53
i just found it out thanks to a coworker
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so calls between different programming languages, basically
17:54
?
17:54
or over the network? or both?
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both i guess
17:54
i dont know
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Like Data, but the content must be valid UTF-8, and the last byte of the content must be zero. The encoding allows bytes other than the last to be zero, but some applications (especially ones written in languages that use NUL-terminated strings) may truncate at the first zero.
17:55
weird to require null termination. I guess this is so that C can use the stuff with zero copies
👍 1
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is there a way to not render any bullets
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!change-indicator !info

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 nul...
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Ryozuki
and left google
Did he leave google because they made protobuf too bloated?
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Tech lead of Cloudflare Workers, Cap'n Proto, Sandstorm.io. - kentonv
18:43
@Learath2 he is tech lead in cloudflare now
18:43
idk
18:44
After I open sourced Protocol Buffers, the promo committee denied me for promotion (from Senior to Staff) because my packet contained no peer reviews from more-senior engineers who worked closely with me. (There were no such engineers.) https://t.co/thNLsDR52q
Likes
333
18:44
here
18:44
the reason
18:46
@StanTwinB Protocol Buffers arguably shouldn’t be used for any new application. The former maintainer of proto2, @KentonVarda, left Google because he was unable to get promoted working on it. He went on to develop Cap’n Proto which eliminated parsing.
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heinrich5991
weird to require null termination. I guess this is so that C can use the stuff with zero copies
18:57
@Ryozuki
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blazingly fast
18:58
sadly i dont watch videos about programming
18:58
unless they are talks by the one and only
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fastest, safest
18:58
he is on windows anyway
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he forgot to disable file content indexing ig
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7d9f4e1 Increase size of info in editor menu bar, show X/Y decimal places - Robyt3 c966b5d Show circle icon next to editor filename when unsaved changes - Robyt3 47f1904 Merge #6756 - bors[bot]
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Ryozuki
unless they are talks by the one and only
who is?
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@becc the vid i sent
21:55
he is god himself
21:55
if u watch the full vid u will see why
21:55
intel fears this man
21:55
i think they hired him xd
21:56
If it's not WASDK then it shouldn't be a system utility
21:59
it's web LOL
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i didnt even watch it
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I just went to the repo
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Ryozuki
domas
This dude disappeared such a shame
Exported 183 message(s)