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DDraceNetwork
Development / developer
Development discussion. Logged to https://ddnet.org/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 2023-11-25 00:00:00Z and 2023-11-26 00:00:00Z
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idk should i be proud, its more shamefull, but client deving hit me so hard
00:47
well i was inspired cause of @Mʎɹ シ so big thanks
00:48
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-StormAx
well i was inspired cause of @Mʎɹ シ so big thanks
I inspired someone to make cool clients poggers2
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Mʎɹ シ
I inspired someone to make cool clients poggers2
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Hi, I am looking for some help with the hook mechanism. In this stage (map <bizarre untold> TP93), when dummy fell into the rightmost wall, you can not hook directly by any chance when standing still(checked by hook collision). But you have a slight chance to hook it when you are walking right. The hook seems to become longer and move through normal tiles. I would like to know why this happens and how it relates to the code (edited)
01:21
the collision is far from being able to hook the dummy
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Night_L
Hi, I am looking for some help with the hook mechanism. In this stage (map <bizarre untold> TP93), when dummy fell into the rightmost wall, you can not hook directly by any chance when standing still(checked by hook collision). But you have a slight chance to hook it when you are walking right. The hook seems to become longer and move through normal tiles. I would like to know why this happens and how it relates to the code (edited)
because hooklines dont count for momentum and the hook will stop if you are a certain distance from it, so if you are going in the same direction you can hold it for a little bit longer because it will have to travel a bit farther until it gets out of your range
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‼️‼️‼️‼️
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cyberFighter
because hooklines dont count for momentum and the hook will stop if you are a certain distance from it, so if you are going in the same direction you can hold it for a little bit longer because it will have to travel a bit farther until it gets out of your range
Am I making it clear that hook moves with tee. So having momentum will cause the endpoint of a single hook to stretch?
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good C@/day
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btw it reads good S-at-per(der)-day
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Night_L
Hi, I am looking for some help with the hook mechanism. In this stage (map <bizarre untold> TP93), when dummy fell into the rightmost wall, you can not hook directly by any chance when standing still(checked by hook collision). But you have a slight chance to hook it when you are walking right. The hook seems to become longer and move through normal tiles. I would like to know why this happens and how it relates to the code (edited)
the hook has a certain length, but this length is calculated not from the point from where you hooked, but from your tee, so if you move towards the hook with enough speed the hook can fly almost indefinitely. An example of this is try falling from a great height and hooking downwards. in general, on the Wiki there is a mention of this in advanced behavior https://wiki.ddnet.org/wiki/Hook
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Ryozuki
@Jupstar ✪ do u know about this?
Yes
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ChillerDragon BOT 2023-11-25 08:15:58Z
dude i thought every person on the planet thought its a genius idea to build a wrapper around chatgpt but none of thes products will ever be used over plain chatgpt
08:16
Drop in a screenshot and convert it to clean HTML/Tailwind/JS code - GitHub - abi/screenshot-to-code: Drop in a screenshot and convert it to clean HTML/Tailwind/JS code
08:16
somehow this prompting proxy got 19k stars xd
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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...
08:29

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...
09:39
justatest
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surprise surprise, windows is shit
09:51
should have saved for threadripper SMH
09:52
even by now I probably wouldn’t be able to afford it
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it's a $10k cpu...
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just wait few years then they cheap on ebay
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i want to buy the $10k cpu
09:56
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Ewan
i want to buy the $10k cpu
i also want to buy a 10k$ GPU. but then i looked into my bank
09:57
i am something of an millionaire myself
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don’t make me think about my bank account
09:57
normally I do not share this info but i am feeling funny rn
09:57
i have $2.30
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arent u working?
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@Ewan the cost of the board required to operate the CPU is equivalent to the amount you spent on your current CPU alone xd
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yes it’s expensive
10:10
8eab64f Update traditional_chinese.txt - By622 91a875b Update simplified_chinese.txt - By622 fdac07e Merge pull request #7542 from By622/patch-6 - def- ecf2f59 Merge pull request #7541 from By622/patch-5 - def-
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See commits.

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/#...
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day 2 of writing the blog
👍 1
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For example, if you bind y echo test on a QWERTZ keyboard layout then you instead activate the bind with the Z key. This is detrimental for #7393, which uses Ctrl+Z/Y for the undo/redo actions respectively, which are swapped when using a QWERTZ keyboard layout. Maybe we could detect the keyboard layout and translate the keys transparently.
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oh no (edited)
11:17
i honestly think its a good thing
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huh i got a strange bug, scrolling through layers in the editor was really really fast for a moment but it fixed once i alt tabbed
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Relevant log from https://github.com/ddnet/ddnet/actions/runs/6989141790/job/19017413776?pr=7540: ``` cd release cmake --build . --config Release --target package_default mkdir artifacts mv *-macos.dmg artifacts shell: /bin/bash -e {0} env: CARGO_HTTP_MULTIPLEXING: false CACHE_ON_FAILURE: false CARGO_INCREMENTAL: 0 [1/1] Generating DDNet-17.4-macos.dmg FAILED: DDNet-17.4-macos.dmg /Users/runner/work/ddnet/ddnet/release/DDNet-17.4-macos.dmg cd /Users/ru...
13:33
what a prank
13:34
arm64
13:34
u got 30 registers?
13:34
also i like these names way more
13:34
easier to memorize
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no pranks anymore
13:34
fr
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-StormAx
no pranks anymore
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-StormAx
no pranks anymore
link to twerking twinbop would be better feelsbadman
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MilkeeyCat
link to twerking twinbop would be better feelsbadman
ahaha
13:43
so true
13:43
alr gonna be done
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there's one problem, nobody have drawn twerking twinbop
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i'll use this
13:43
13:44
if m_PlayerName == twinbop
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ChillerDragon BOT 2023-11-25 14:07:12Z
bliet asan fakin useless i thought i can just iterate on arrays how ever i want with random indecies and asan would complain if its bad
14:07
it didnt
14:15
ofc it does, as soon as it is out of bounds
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ChillerDragon BOT 2023-11-25 14:17:06Z
thats what i thought
14:18
i went 1 too high out of bounds and it didnt complain it just set some other integer to zero :D
14:18
average c++ moment
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i can just repeat myself
14:18
it must be a skill issue
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ChillerDragon BOT 2023-11-25 14:18:51Z
yes
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or a serious bug in asan
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ChillerDragon BOT 2023-11-25 14:19:07Z
which is more likely?
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skill issue xd
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ChillerDragon BOT 2023-11-25 14:19:14Z
chiler being stoopid or asan being bugged
14:19
who knows
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i mean, u probs on some hipster OS
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ChillerDragon BOT 2023-11-25 14:19:44Z
i use arch BTW
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but i guess they have some basic tests to detect simple out of bounds like this
14:25
this is my bugged code ripped out
14:25
for(int i = MAX_LINES; i > 0; i--) where MAX_LINES is array size
14:26
pls fix asan thank jopsti
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i cant read code without colors
14:26
come matrix and send with highligther
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ChillerDragon BOT 2023-11-25 14:28:01Z
lerato u here?
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yeah ther eis a out of bounds
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ChillerDragon BOT 2023-11-25 14:28:30Z
can you make it show in asan?
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now show your cmake command
14:28
does this programm compile?
14:28
ok
14:28
just for you
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ChillerDragon BOT 2023-11-25 14:29:01Z
CC=clang CXX=clang++ CXXFLAGS='-fsanitize=address,undefined -fsanitize-recover=address,undefined -fno-omit-frame-pointer' CFLAGS='-fsanitize=address,undefined -fsanitize-recover=address,undefined -fno-omit-frame-pointer' cmake .. -DCMAKE_BUILD_TYPE=Debug
14:29
tbh i only tested within tw
14:29
not this minimal example
14:29
idk how to asan on a single cpp file have no tooling for that xd
14:30
u happy now?
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-fsanitize-recover=address is probably a bad idea, you don't want to continue executing after OOB accesses
14:31
You may not get the ASAN report until the program closes otherwise
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there u hear it
14:32
master robyte knows
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There are false negatives, i.e. cases were ASAN can miss OOB access, but this is probably not the case. You'll have to read the paper for that https://research.google.com/pubs/archive/37752.pdf
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ChillerDragon BOT 2023-11-25 14:33:06Z
send command robsti
14:33
why did it not alert in my tw codebase
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I assume in your code base there is another member variable directly behind your array, so the OOB access on the array still ends up in valid memory
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ChillerDragon BOT 2023-11-25 14:33:55Z
a rite
14:33
lets add the var
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Not sure if ASAN adds shadow memory around member variables
14:34
Maybe only around full objects
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ChillerDragon BOT 2023-11-25 14:36:21Z
ok watever i cant reproduce the issue in minimal maybe it needs classes
14:36
but thanks robsti ill remove the recover
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ChillerDragon
lerato u here?
Am here, what need?
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The contents of variables.h are moved to config_variables.h instead of being included with the preprocessor. The file variables.h is removed, so all config variables can be found in a single file instead of being spread over two files without any clear structure. The original declaration order of config variables is preserved. The unnecessary header guard GAME_VARIABLES_H from variables.h is removed, as the comment // This file can be included several times. already serves the sam...
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CRegister is such a complicated class for what it does
15:49
All because we had to add 0.7 support pepeW
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Announcing our most advanced music generation model and two new AI experiments, designed to open a new playground for creativity
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Learath2
All because we had to add 0.7 support pepeW
16:14
its why i want to drop 0.7
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Oh I also have to replace my unique_locks with CLockScope pepeW
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imagine not having Mutex<T>
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If only std::mutex had thread-safety annotations, then we wouldn't need the wrappers
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Robyt3
If only std::mutex had thread-safety annotations, then we wouldn't need the wrappers
mutex should be a generic wrapping a type
16:42
like in rust
16:42
but since c++ doesnt have sum types like rust it wouldnt be safe anyway
16:43
A mutual exclusion primitive useful for protecting shared data
16:43
well maybe u can do a safeish lock
16:44
use std::sync::Mutex; let mutex = Mutex::new(0); let mut guard = mutex.lock().unwrap(); *guard += 20; // out of scope unlocks, or u can manually drop()
16:44
such a simple idea and so powerfull
16:44
why c++ doesnt have this
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also NO WAY THEY'RE TRYING TO MARKET "changing your voice into a different instrument" as something new thats been a thing since?? forever
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Voxel
also NO WAY THEY'RE TRYING TO MARKET "changing your voice into a different instrument" as something new thats been a thing since?? forever
but that well?
17:00
can u give me a link to that tool xd
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Use DDSP-VST to experiment with new sounds and transform your creative process.
17:07
its kinda fun because you make make shitty synths with it that dont even sound like the original instruiment it's trying to change to (it gets loud)
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ok but that's also an AI i guess? xd
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i have control over it so its good
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anyway the video preview u sent sounds rather simplistic 😄
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thats like, my one problem with ai its that i dont want it to do my stuff for me. i still want to be able to manage the things i do (edited)
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as long as AI is stupid u gotta do that anyway
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yeah lets keep ai stupid
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i cant tell AI to reimplement ddnet yet 😄
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perfect laptop for ddnetters (edited)
17:10
who would buy that
17:10
for a middle class laptop
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also you KNOW some executive saw the backlash against ai and went "hey. lets target this TOWARDS artists so that more ppl can use our product"
17:11
"But with any new technology we have to approach it responsibly and that's not lost on us. It's start by recognizing that artificial intelligence is meant to amplify human creativity, not replace it" -actual quote from the video like anyone's going to listen to that. i dont even think GOOGLE is going to listen to their own words LOL
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they all talk shit anyway xd
17:11
AI is there to replace humans
17:12
nothing else
17:12
replace rust
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even if they only do it partially, ppl will require more and more capabilities
17:13
and at some point they need the capability of smth over a normal human can do
17:13
and this AI is probably more intelligent than a human, so we also dunno if we can control it
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tho i do admit. hearing ai try to copy/extend already existing music is kinda fun because it fumbles it but you can still tell what medium they're trying to piece together https://youtu.be/Ba_uGnIoEVA (edited)
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Jupstar ✪
and this AI is probably more intelligent than a human, so we also dunno if we can control it
i doubt it.
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Voxel
i doubt it.
what exactly?
17:15
that there will be AI more intelligent than humans? (edited)
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oh i misread the full context
17:17
anyways sometimes i wish ai wasnt trying to replace us. if people were smart and had ai be sort of like, co-exist with us instead of trying to dominate us, then it'd be better
17:18
but with every new ai model implimented, people just use it as an excuse for them not to do the "hard work"
17:18
the hard work is the best part!
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now you know how animals feel about huamans xdd
17:18
apes in cages
17:19
well humans dominate humans
17:19
so we are a problem in itself already
17:19
ai might be the only solution for this, who knows ^^
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for what? human extiction?
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no, for equal rights between humans
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It compiles Celebrate It doesn't link ohNo
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wtf even is girls frontlines
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why risc-v had to make such complex vector extension ? https://fprox.substack.com/p/risc-v-vector-programming-in-c-with
RVV for those who find assembly too low level
pepeW 2
20:09
the voice to track
20:10
i am actually waiting for the day when u can make some nice samples w ai
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chillerdragon BOT 2023-11-25 21:35:00Z
I sent jopsi a pstd and he wanted code highlight I think there was a query parameter for that. Was wondering if you remember it. But that is now super outdated jospti already red the plaintext code hehe
Replying to @Learath2 Am here, what need?
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Apply the name bans system also to player clans, meaning players joining with banned clan names are kicked and changing the clan to a banned name while ingame has no effect. Additionally, trim UTF-8 whitespace from beginning and end of clan. This was already done for player names but not for clans. Unify all code for name bans in new class CNameBans in the existing name_ban.cpp/h files. The previously global function IsNameBanned is now the member function CNameBans::IsBanned. T...
22:33
42b952b Move config variables to config_variables.h, remove variables.h - Robyt3 b480a18 Merge pull request #7546 from Robyt3/Config-Variables-Merge - def-
22:34
8156052 Refactor name bans, move code to separate class CNameBans - Robyt3 794e6b7 Also apply name bans to clans, trim space from clans - Robyt3 0601794 Merge pull request #7547 from Robyt3/Server-Nameban-Clan - def-
22:37
c216567 Add IConsole::FlagMask getter function - Robyt3 e410dd8 Replace IConsole::m_Cheated variable with Cheated getter - Robyt3 3e2f8f8 Merge pull request #7543 from Robyt3/Console-Interface-Cleanup - def-
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like if u didnt touch a swtich off 1 before u used /tp then for example deepfreeze (with nr1) and lasers with number 1 should still be active
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why isnt there a += operator for vec2 and template type defined pepeW (edited)
23:41
there is one for /=, *= and -= but not for += just weird (edited)
Exported 199 message(s)