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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 2024-02-12 00:00:00Z and 2024-02-13 00:00:00Z
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ws-client BOT 2024-02-12 01:36:18Z
<ChillerDragon> TIL c in curl stands for client and for the C programming language o.O
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4a50b6b A Luxis, M Stronghold 4 [Final] - ddnet-maps
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I found there is a unused ninja sound: wp_ninja_attack-04
05:49
Also vo_teefault_sledge-01 vo_teefault_sledge-02 vo_teefault_sledge-03
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yes i think some mods might use it though
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Also vo_teefault_ninja-01 vo_teefault_ninja-02 vo_teefault_ninja-03
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louis
yes i think some mods might use it though
No, these sounds couldn't be use, because they didn't add into the sound list.
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Else a mod client
05:54
And this: sfx_pickup_gun
05:54
And these: sfx_hit_strong-01 sfx_hit_strong-02
05:55
hook_noattach-03 also
05:57
foley_body_splat-04
05:59
Also wp_ninja_hit-04
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Hello guys, is there any documentation on how .map file works and how can I decode it for server-side (collision, spawn...)?
06:35
A pure teeworlds 0.6 would be better for me, as I know nothing about the map file XD
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chillerdragon BOT 2024-02-12 06:42:30Z
What do you need it for @Miguilim ?
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ws-client BOT 2024-02-12 06:43:36Z
Some Teeworlds stuff in Rust.™. Contribute to heinrich5991/libtw2 development by creating an account on GitHub.
Some Teeworlds stuff in Rust.™. Contribute to heinrich5991/libtw2 development by creating an account on GitHub.
06:44
<ChillerDragon> @Miguilim you can also use Patigas lib to turn maps into json and then parse that. Its probably less performant but much easier to do.
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chillerdragon
What do you need it for @Miguilim ?
👀
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chillerdragon BOT 2024-02-12 08:11:49Z
Omg. What is it?
Replying to @Miguilim 👀
08:12
Thanks @MilkeeyCat
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hm? xD
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chillerdragon BOT 2024-02-12 08:12:35Z
For the ci compliment
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now make tests and also ignore them
08:13
gigachad
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chillerdragon BOT 2024-02-12 08:13:23Z
lol
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morning
08:40
test
08:41
new pfp
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chillerdragon BOT 2024-02-12 08:47:38Z
weeb
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3e14893 Add 3€ donation by VSC21 - def-
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Ryozuki
weeb
When fishies pepeshruggin
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chillerdragon BOT 2024-02-12 11:03:55Z
fishies?
11:04
Where what
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Fishies!
11:04
You dont know ryo's fishies????
11:04
Fake fan
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chillerdragon BOT 2024-02-12 11:05:53Z
Ah right
11:06
No no of course I know his blurry black berry phishies
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kek His Last picture looked really good tho !
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chillerdragon BOT 2024-02-12 11:09:59Z
iPhone Moment
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epic edlang has if now
11:13
after switch to ir
11:13
; ModuleID = 'Main' source_filename = "simple.ed" target triple = "x86_64-unknown-linux-gnu" ; Function Attrs: nonlazybind define i64 @main(i64 %0) #0 !dbg !2 { entry: call void @llvm.dbg.value(metadata i64 %0, metadata !8, metadata !DIExpression()), !dbg !11 %return_ptr = alloca i64, align 8, !dbg !12 %argc = alloca i64, align 8, !dbg !11 store i64 %0, ptr %argc, align 4, !dbg !11 %a = alloca i64, align 8, !dbg !13 %"3" = alloca i64, align 8, !dbg !13 %"4" = alloca i64, align 8, !dbg !13 %"5" = alloca i1, align 1, !dbg !13 br label %block_0, !dbg !13 block_0: ; preds = %entry call void @llvm.dbg.declare(metadata ptr %a, metadata !10, metadata !DIExpression()), !dbg !13 call void @llvm.dbg.value(metadata i64 0, metadata !10, metadata !DIExpression()), !dbg !13 store i64 0, ptr %a, align 4, !dbg !13 %1 = load i64, ptr %argc, align 4, !dbg !13 store i64 %1, ptr %"3", align 4, !dbg !13 store i64 2, ptr %"4", align 4, !dbg !13 %2 = load i64, ptr %"3", align 4, !dbg !13 %3 = load i64, ptr %"4", align 4, !dbg !13 %4 = icmp sgt i64 %2, %3, !dbg !13 store i1 %4, ptr %"5", align 1, !dbg !13 %5 = load i1, ptr %"5", align 1, !dbg !13 switch i1 %5, label %block_1 [ i1 false, label %block_2 ], !dbg !13 block_1: ; preds = %block_0 call void @llvm.dbg.value(metadata i64 1, metadata !10, metadata !DIExpression()), !dbg !14 store i64 1, ptr %a, align 4, !dbg !14 br label %block_3, !dbg !14 block_2: ; preds = %block_0 br label %block_3, !dbg !14 block_3: ; preds = %block_2, %block_1 %6 = load i64, ptr %a, align 4, !dbg !14 store i64 %6, ptr %return_ptr, align 4, !dbg !14 %7 = load i64, ptr %return_ptr, align 4, !dbg !14 ret i64 %7, !dbg !14 }
monkaS 1
11:13
my code has such a C style
11:14
mod Main { pub fn main(argc: i64) -> i64 { let mut a: i64 = 0; if argc > 2 { a = 1; } return a; } }
11:14
allocas at start like C89
11:15
0000000000001050 <main>: 1050: 48 89 7c 24 f0 mov %rdi,-0x10(%rsp) 1055: 48 c7 44 24 d8 00 00 movq $0x0,-0x28(%rsp) 105c: 00 00 105e: 48 89 7c 24 e8 mov %rdi,-0x18(%rsp) 1063: 48 c7 44 24 e0 02 00 movq $0x2,-0x20(%rsp) 106a: 00 00 106c: 48 83 ff 03 cmp $0x3,%rdi 1070: 0f 9d 44 24 d7 setge -0x29(%rsp) 1075: 7c 09 jl 1080 <main+0x30> 1077: 48 c7 44 24 d8 01 00 movq $0x1,-0x28(%rsp) 107e: 00 00 1080: 48 8b 44 24 d8 mov -0x28(%rsp),%rax 1085: 48 89 44 24 f8 mov %rax,-0x8(%rsp) 108a: c3 ret it compiles to this btw
11:15
llvm is kinda epic
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Now write your own compiler and linker owo
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u mean rewrite llvm?
11:30
its gigantic effort
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Miguilim
Hello guys, is there any documentation on how .map file works and how can I decode it for server-side (collision, spawn...)?
you can just check ddnet sources kekw
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@zhn why is ur name zhn?
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Miguilim
Hello guys, is there any documentation on how .map file works and how can I decode it for server-side (collision, spawn...)?
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decided to keep working on my project i didnt touch for 2 months and was thinking why doesnt anything work. didnt take long to find out why pepeW
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yo is there any existing audio encoding in ddnet src?
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Teero
yo is there any existing audio encoding in ddnet src?
Only for the video converter
12:32
thx
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do you guys code with or without physics?
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usually zero-g
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bencie
do you guys code with or without physics?
brownbear 2
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MilkeeyCat
does ur vs codes have dis kek
^
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always a joy reading ddnet code 😂
12:48
okay in the context i makes sense ig. its just a callback for smth and it should always be false
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Teero
always a joy reading ddnet code 😂
Lol where you found this
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sound.cpp
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Oh I see xd
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Teero
okay in the context i makes sense ig. its just a callback for smth and it should always be false
context matters lmao
12:54
also the void cast is to avoid a warning
12:54
of unused
12:55
nice hack
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Does anyone know how to compile steam version of ddnet?
12:56
Setting the cmake flag doesn't work apparently
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doesnt work is not an error
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I mean, it tries to fetch some library from steam runtime but fails
13:09
Github version is different from steam version?
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chillerdragon BOT 2024-02-12 13:09:27Z
Why does it fail
13:09
Idk if they are different. Are you missing something?
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u need steamapi ddl
13:10
dll
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It crashes on startup so i tell steam to run the terminal beforehand and it gives me this. I got rid of it by resetting LD_LIBRARY_PATH but why does it crash anyways?
13:14
Maybe i dont know how dynamic linker works
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First rectangle rendered by lua that is downloaded from server to client xd
poggers2 4
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its the era of lua mods???
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アリヂン
its the era of lua mods???
I think no, cuz a lot of dudes here hate lua xd
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ah gg
13:28
lua is cool tho 👍
13:29
covers all of your scripting needs
13:29
except maybe for syntax....
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Syntax in lua is nice, but have a lot of problems
13:30
For example continue, lua don't have continue :(
13:30
I think I need to fork LuaJIT and add continue
👀 1
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アリヂン
covers all of your scripting needs
arrays start from 1
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MilkeeyCat
arrays start from 1
And this xd
13:30
And for's
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the most annoying thing is that you can call functions without parentheses (edited)
pepeW 1
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dont worry edlang is coming
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Ryozuki
dont worry edlang is coming
I'll watch how u will implement mods with shared libs in ddnet owo
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Mʎɹ シ
First rectangle rendered by lua that is downloaded from server to client xd
Do you use https://github.com/AllTheHaxx/lua-srv for your work? I'm trying to use it for some server-side modding (it partially works, just need some more hooks).
Teeworlds server feat. lua! Contribute to AllTheHaxx/lua-srv development by creating an account on GitHub.
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Mʎɹ シ
First rectangle rendered by lua that is downloaded from server to client xd
I've been considering adding mod support for DDNet. This would open up a lot of new potential game modes or breathe life into older ones that require a specific client, like https://nodes.teewo...
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Kaffeine
Do you use https://github.com/AllTheHaxx/lua-srv for your work? I'm trying to use it for some server-side modding (it partially works, just need some more hooks).
MMOTee in lua lol. Contribute to Myr-13/mmoteexd development by creating an account on GitHub.
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Yea, I checked this 5 mins ago xd
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Mʎɹ シ
Oh! I have similar ideas and goals, though I want to do it in a technically different manner. IMO LUA is the most only reasonable way to do it. I wrote my own code with luacpp but it was a dead end due to the bindings limitation. I discovered the referenced lua-srv, which uses luajit + luabridge, and it looks much better.
13:51
Unfortunately, client-side LUA is a no-go for DDNet devs, I thought we'd have to reinvent the wheel and use something custom for client-side UI.
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Creating UI with lasers gigachad
justatest 1
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Mʎɹ シ
Creating UI with lasers gigachad
I've actually seen such UI. (edited)
justatest 2
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btw are serverside laser colors now supported?
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Mʎɹ シ
I have similar plans for 'multi-world' and some RPG-style stuff, though I considered use of many server instances to also update them independently. OTOH it would require server-to-server communication..
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Kaffeine
Unfortunately, client-side LUA is a no-go for DDNet devs, I thought we'd have to reinvent the wheel and use something custom for client-side UI.
wasm > lua
♿ 1
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Teero
btw are serverside laser colors now supported?
Yes
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Teero
btw are serverside laser colors now supported?
Yap (edited)
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lua can be used inside wasm
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time to remake the portal mod
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Jupstar ✪
wasm > lua
Do you mean that WASM is much heavier than LUA? So true.
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luasuxs
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Kaffeine
Do you mean that WASM is much heavier than LUA? So true.
it's more powerful yes, but also much faster
13:55
it also still allows you to use lua by compiling a lua interpreter for wasm
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and pyson
13:55
and rust
13:55
and fortran
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please no
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wasm is lang agnostic
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well you can compile pretty much anything to wasm
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i thought a nice idea
13:57
maybe make something like WASM but for games smth like GASM, game-assembly, a compilation target for use in games for scripting capabilities, unlike wasm, it doesnt try to be sandboxed like it maybe or opt in
13:57
@Jupstar ✪ new startup idea gogogo
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Teero
time to remake the portal mod
Oh, I also made a 40 minutes prototype for that, based on DDNet, with an idea to maybe sometime continue it. It is a bit of challenge to keep the right feeling of impulse, like when you fall down to blue portal and thrown out via orange portal on a wall. It is tricky to compensate the gravity.
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Ryozuki
maybe make something like WASM but for games smth like GASM, game-assembly, a compilation target for use in games for scripting capabilities, unlike wasm, it doesnt try to be sandboxed like it maybe or opt in
but being sandboxed is the cool thing. it allows to download the wasm module from the server
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Kaffeine
Oh, I also made a 40 minutes prototype for that, based on DDNet, with an idea to maybe sometime continue it. It is a bit of challenge to keep the right feeling of impulse, like when you fall down to blue portal and thrown out via orange portal on a wall. It is tricky to compensate the gravity.
there are portal servers online rn
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@Jupstar ✪ true but maybe some games dont need it
13:58
or local mods
13:58
idk
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Teero
there are portal servers online rn
I failed to found any. 😄 Won't even try otherwise.
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Ryozuki
@Jupstar ✪ true but maybe some games dont need it
that's true, but for those u could also use native libraries. or use the WASI (https://wasi.dev/)
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Kaffeine
I failed to found any. 😄 Won't even try otherwise.
[EUR] tee.world PPRace server Address: ddnet://162.55.51.101:8312 My IGN: Teero
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162.55.51.101:8312 is not a DDNet or KoG server.
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Kaffeine
I failed to found any. 😄 Won't even try otherwise.
*** This mod was originally created by '3DA' *** Now it is maintained & re-coded by: *** '[Egypt]GreYFoX@GTi' and '[BlackTee]den' *** Others Helping on the code: 'heinrich5991', 'ravomavain', 'Trust o_0 Aeeeh ?!', 'noother', '<3 fisted <3' & 'LemonFace' *** Documentation: Zeta-Hoernchen & Learath2, Entities: Fisico *** Code (in the past): '3DA' and 'Fluxid' *** Please check the changelog on DDRace.info. *** Also the commit log on github.com/GreYFoX/teeworlds . (edited)
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Jupstar ✪
wasm > lua
We already had this conversation here. How many MB on disk and in RAM WASM implementation would take? How quickly I can compile a bundled WASM?
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Teero
*** This mod was originally created by '3DA' *** Now it is maintained & re-coded by: *** '[Egypt]GreYFoX@GTi' and '[BlackTee]den' *** Others Helping on the code: 'heinrich5991', 'ravomavain', 'Trust o_0 Aeeeh ?!', 'noother', '<3 fisted <3' & 'LemonFace' *** Documentation: Zeta-Hoernchen & Learath2, Entities: Fisico *** Code (in the past): '3DA' and 'Fluxid' *** Please check the changelog on DDRace.info. *** Also the commit log on github.com/GreYFoX/teeworlds . (edited)
No way! They invented everything? lol
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Kaffeine
We already had this conversation here. How many MB on disk and in RAM WASM implementation would take? How quickly I can compile a bundled WASM?
ram and disk doesn't matter, we speak about a few mbs what exactly do you mean with bundled WASM?
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@Kaffeine nice pfp btw just noticed the tux on the head
❤️ 1
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Kaffeine
No way! They invented everything? lol
come play
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Teero
come play
Unfortunately I'm on a working PC and won't have time to play today. I have some time to chat between compilations after a big rebase tho 😄
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compile time is free time, nice
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Jupstar ✪
ram and disk doesn't matter, we speak about a few mbs what exactly do you mean with bundled WASM?
I mean that OK let's assume I want to use it (I find LUA syntax weird, and I'm used to some js flavor). How it will affect my build time if I build deps from sources? I'd actually prefer it but as I understand it is too bloated for teeworlds servers, for many reasons.
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Kaffeine
I mean that OK let's assume I want to use it (I find LUA syntax weird, and I'm used to some js flavor). How it will affect my build time if I build deps from sources? I'd actually prefer it but as I understand it is too bloated for teeworlds servers, for many reasons.
so you have a js interpreter compiled to wasm?
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Oh. I misunderstood. I thought you're suggesting to use JS instead of LUA, and WASM is a runtime to it.
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Kaffeine
Oh. I misunderstood. I thought you're suggesting to use JS instead of LUA, and WASM is a runtime to it.
ah i use wasmer, which is written in rust and has no js runtime at all
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wasm is independent of JS
14:10
make no mistake
14:10
wasm will deprecate the usage of js in browsers
14:10
hopium
14:10
hopium
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Ryozuki
wasm is independent of JS
Now I recall, yep.
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the way dd-pg is built works like this: if you use an interpreter, no matter if JS or LUA inside WASM, it will work just like u wouldn't have the WASM module at all. The wasm manager will have a hot-reload feature that pushes the LUA or JS files into the WASM memory everything else is as writing rust (in case your interpreter & host stuff is written in rust)
14:12
the cool thing about this way is, you could even compile to native libraries and load these instead of WASM modules. it will just work. (because wasm is so similar to "normal" libs)
14:13
in case ur server needs full performance xd
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@Jupstar ✪ one question
14:18
are u using llvm 18?
14:18
if so, u are using my code EZgolden
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Ryozuki
if so, u are using my code EZgolden
yes, i'm nightly enjoyer for llvm
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llvm is really pretty stable even in nightlies^^
14:19
not like mesa code which is often broken 😬
14:20
but writing tests for graphics stack sounds extremly hard tbh 😄
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Jupstar ✪
wasm > lua
So. I need a script language because it makes no sense to use C++ for high level, probably map-specific logic (you don't code tw maps in C++, do you?) For now I use LUA, which has a small runtime, small overhead, and allows me to work with <mapname>.lua files which are readable text documents. What is the idea, how I can replace LUA with something modern? Bringing a whole compiler sounds like a huge overhead.
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Jupstar ✪
llvm is really pretty stable even in nightlies^^
u know the funny thing
14:20
llvm has so many commits goign in that u could keep running the compilation in a loop
14:20
and everytime u would get another commit
14:21
monorepo for ya
14:21
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Kaffeine
So. I need a script language because it makes no sense to use C++ for high level, probably map-specific logic (you don't code tw maps in C++, do you?) For now I use LUA, which has a small runtime, small overhead, and allows me to work with <mapname>.lua files which are readable text documents. What is the idea, how I can replace LUA with something modern? Bringing a whole compiler sounds like a huge overhead.
do you compile your LUA scripts to binaries? else u have an interpreter.. and interpreter kind of is a compiler
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yeah he is using a compiler he calls from cpp code
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lua interpreter is super light-weight, as the language is quite simple.
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but it doesnt hide the complexity of lua
14:22
wasm is simple too
14:23
ok idk how long the lua spec is
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Ryozuki
wasm is simple too
If we're about LLVM (used as a backend, etc) then it is super far from being simple. (edited)
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Kaffeine
lua interpreter is super light-weight, as the language is quite simple.
well the WASM modules itself are also pretty light-weight, and wasm is a binary representation
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Kaffeine
If we're about LLVM (used as a backend, etc) then it is super far from being simple. (edited)
wasm is not a llvm thing
14:23
but if u have a c compiler like clang u already have wasm support
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the compiler is not light-weight, but IMO it doesn't matter, because the 3MBs extra ur binary will have simply don't matter.. that's like 2x 4k textures xdd
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yo what exactly are you ppl of the internet discussing? (edited)
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lua vs modernity
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its ur fault
14:24
someone mentioned lua
14:24
what would you be using those for?
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@Kaffeine the compiler itself is not slow.. compiling tw physics happens in milliseconds, because it's not a lot of code. compiling rust code to wasm is ofc not the fastest, but as said if u need interpreted langauges u could still compile a LUA interpreter to wasm
14:26
the interpreter would not need to be recompiled every time ofc
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Ryozuki
but if u have a c compiler like clang u already have wasm support
What if I don't have a compiler in the production environment, it is often a no-go from the security PoV. And no, I definitely don't have clang there. (OTOH I use a nightbuild of llvm for its clang-tidy with new checks)
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Kaffeine
What if I don't have a compiler in the production environment, it is often a no-go from the security PoV. And no, I definitely don't have clang there. (OTOH I use a nightbuild of llvm for its clang-tidy with new checks)
so your point is, you want to include a lua script and directly want to execute it?
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Jupstar ✪
@Kaffeine the compiler itself is not slow.. compiling tw physics happens in milliseconds, because it's not a lot of code. compiling rust code to wasm is ofc not the fastest, but as said if u need interpreted langauges u could still compile a LUA interpreter to wasm
Oh, indeed. I also don't have rust there (or in the server codebase).
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Jupstar ✪
so your point is, you want to include a lua script and directly want to execute it?
Sure. It works like that right now.
14:29
if u need interpreted langauges u could still compile a LUA interpreter to wasm
Yep, I just don't see why I need WASM.
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Kaffeine
Sure. It works like that right now.
yeah then u should use a lua interpreter in that wasm module. the cool, IMHO, thing is that u can do both u can rewrite the whole tw physics and the client will have perfect prediction, as well as writing a plugin system with lua. writing the wasm support is not a lot of effort actually, because it feels like u simply load a native library (with smaller restrictions like not file system support etc.)
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Kaffeine
if u need interpreted langauges u could still compile a LUA interpreter to wasm
Yep, I just don't see why I need WASM.
because with WASM u can litereally rewrite the whole game for your mod
14:30
if u ever wanted custom physics for your tw mod, u can just do it
14:30
it's sandboxed, rust is safe. no fear
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Oh, I didn't see I need to rewrite the whole game. Are we about teeworlds mod server working with DDNet clients?
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@Kaffeine u dont need a compileri n prod
14:30
u just send the wasm file
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if u just add "random" lua scripts u have to be careful that your whole logic is safe on untrusted input
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Kaffeine
Oh, I didn't see I need to rewrite the whole game. Are we about teeworlds mod server working with DDNet clients?
it works for server & client at the same time
14:31
same wasm module 😄
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I just say my moderators/mappers/content-makers to send wasm files, I see. It does not sound like a huge advantage though.
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WebAssembly Virtual Machine. Contribute to WAVM/WAVM development by creating an account on GitHub.
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wait, you want remote lua/wasm code execution?
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Jupstar ✪
if u just add "random" lua scripts u have to be careful that your whole logic is safe on untrusted input
True.
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Teero
wait, you want remote lua/wasm code execution?
i want wasm execution for physics at least, as physics seem to be relatively easy to sandbox
14:32
dd-pg also supports overwriting the whole graphic code, but since i don't trust GPU drivers, that would require the code to be open source & checked by a human
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Why we need run VM inside VM inside ddnet-server? xd
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but that then would allow completely custom rendering code 😄
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Jupstar ✪
but that then would allow completely custom rendering code 😄
and no malicious code? (edited)
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Teero
and no malicious code? (edited)
it must be human checked
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well then every gamemode must be opensource... (edited)
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Teero
well then every gamemode must be opensource... (edited)
if it wants custom rendering, yes
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Did you say like NetGui?
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not if it wants custom physics
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thats annoying asf
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Teero
well then every gamemode must be opensource... (edited)
e.g. KoGs moving tiles would probably work
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Teero
thats annoying asf
why that?
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well if i just want to test a newly made gamemode with some friends. to get accepted from the masterserver i have to opensource my code and then make some sort of application??
14:35
and who checks all the code?
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Jupstar ✪
e.g. KoGs moving tiles would probably work
I heard someone says it used TeeUniverse Code
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Jupstar ✪
wasm > lua
So. I see that WASM is a nice thing but it seems that you're insistently selling it for wrong reasons. LUA is right tool here, and WASM does something very different.
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Teero
well if i just want to test a newly made gamemode with some friends. to get accepted from the masterserver i have to opensource my code and then make some sort of application??
but as said, physics will work closed source
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i dont think someone willingly wants to check my 2000loc lua custom physics and gui
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it's about rendering code
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Teero
i dont think someone willingly wants to check my 2000loc lua custom physics and gui
i think u underestimate how complicated graphics drivers are
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is the physics code not just as exploitable as the rendering?
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Bamcane
I heard someone says it used TeeUniverse Code
I know how to do it but as the UX won't be good (e.g. no proper prediction) I don't see its value for now.
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Jupstar ✪
i think u underestimate how complicated graphics drivers are
huh? when did i say that?
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Teero
is the physics code not just as exploitable as the rendering?
not at all, what can you possibly exploit here. it has no IO at all
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Teero
huh? when did i say that?
well to rephrase it: it sounds like u underestimate it
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i said no one will want to check my 2000loc code for exploits....
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Kaffeine
So. I see that WASM is a nice thing but it seems that you're insistently selling it for wrong reasons. LUA is right tool here, and WASM does something very different.
i think it would enhance tw modding by ALOT. and making mods like fng and infection much more attractive, because it would allow greater modifications
14:38
ofc it's not simpler than custom modifications inside your code base
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Jupstar ✪
not at all, what can you possibly exploit here. it has no IO at all
well ig then no realtime solar system mods that get info based on some websites
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Teero
i said no one will want to check my 2000loc code for exploits....
but what is your point then xd u want untrusted input on the client or what
14:39
LUA + GUI will probably not easier
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Jupstar ✪
i think it would enhance tw modding by ALOT. and making mods like fng and infection much more attractive, because it would allow greater modifications
Custom modifications are limited by the protocol and "no client side scripts/UI/whatever". The argument will be valid only when we have it in the "default teeworlds client" AKA DDNet.
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Kaffeine
Custom modifications are limited by the protocol and "no client side scripts/UI/whatever". The argument will be valid only when we have it in the "default teeworlds client" AKA DDNet.
yes, that's the idea
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Jupstar ✪
but what is your point then xd u want untrusted input on the client or what
every single change must be reviewed by someone who has the authority to check it. And who is that? i assume only few people have that authority. it would push a lot of work onto them which will result in long waiting times for mod developers. There needs to be a diffrent solution. (edited)
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Teero
every single change must be reviewed by someone who has the authority to check it. And who is that? i assume only few people have that authority. it would push a lot of work onto them which will result in long waiting times for mod developers. There needs to be a diffrent solution. (edited)
well i dunno, u don't have to check code quality, only if it makes "weird" stuff
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Teero
every single change must be reviewed by someone who has the authority to check it. And who is that? i assume only few people have that authority. it would push a lot of work onto them which will result in long waiting times for mod developers. There needs to be a diffrent solution. (edited)
i can only tell you, i can easily crash my PC with webgl that's not directly a security problem, but it should at least concern you XD
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Jupstar ✪
i can only tell you, i can easily crash my PC with webgl that's not directly a security problem, but it should at least concern you XD
exactly xDDD
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it shows that just giving away the GPU to the wild word is not a trivial task
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youd need to debug their code for undefined behaviour
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Teero
youd need to debug their code for undefined behaviour
well if a human says "it might crash, but it's not a virus or similar" i'd say that's already a good start xD
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"yeah it might break your gpu but dont worry joining our servers"
14:45
xddd
14:45
crypto market is goin high
14:45
let the mining begin!
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DDNet miner
poggers2 2
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yeah but let's also stay realistic, trust builds upon time if we suddenly get 1000 new contributors that want custom code, i'd be sceptical. But if tater wants to make some changes, then it's probably likely to get "less" review time
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Teero
let the mining begin!
i think that's very pessimistic tho xD
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Security problems are always the main problem for modified servers.
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Jupstar ✪
i think that's very pessimistic tho xD
i just wouldnt like to have all my code reviewed every time i want to change smth. im embarrased
14:47
jk my code is golden
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Teero
i just wouldnt like to have all my code reviewed every time i want to change smth. im embarrased
xdd
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any cool compression algos to convert sound into strings? (edited)
14:48
for sending across the wide world of web
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u want to encode sound as string?
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BASE64
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Teero
i just wouldnt like to have all my code reviewed every time i want to change smth. im embarrased
ofc we could also think about allowing manually installed mods here. Just like we can't prevent ppl from downloading custom clients
14:53
it's not safe, but it's also very hard to prevent anyway
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yea that would be an option.
14:54
so if you join a server the server tells you to install a mod from www.website.com and it is to your own choice to install it.
14:55
or some automatic install via a confirmation
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basically yes
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that sounds better
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Teero
or some automatic install via a confirmation
that's already pretty edge case xd
14:56
grey zone*
14:58
ah i forgot the no button
14:58
xDDDDD
14:58
it just forces u
14:59
my skills as a professional screenshot editor are unrivaled
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Teero
Click to see attachment 🖼️
I dont like what I see
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and maybe some notice about if the mod is officially verified or not. via a checksum of the mod calculated by the client (edited)
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Bota
I dont like what I see
man im not that good at doing art ;(
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I don’t mean the art i mean the mod thing
15:02
For some reason I got a bad feeling in my stomach
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Teero
Click to see attachment 🖼️
it'd probably be need to be "This server wants you to install graphics mod XY. DDNet can not entirely prevent these mods from containing viruses or similar, If you are certain you still want to continue on your own risk without any chance of acusing DDNet for your action, please write 'I understood the above text'" <text input field>
15:03
xdd
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Jupstar ✪
it'd probably be need to be "This server wants you to install graphics mod XY. DDNet can not entirely prevent these mods from containing viruses or similar, If you are certain you still want to continue on your own risk without any chance of acusing DDNet for your action, please write 'I understood the above text'" <text input field>
Someone can read my mind 😮
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Jupstar ✪
it'd probably be need to be "This server wants you to install graphics mod XY. DDNet can not entirely prevent these mods from containing viruses or similar, If you are certain you still want to continue on your own risk without any chance of acusing DDNet for your action, please write 'I understood the above text'" <text input field>
well i was too lazy to write that out. but its what i mean
15:05
dont specialize something not yet implemented
15:05
so ig lets make a mod system yay!
15:06
so the mod files are just like compiled .so files? xd
15:06
or you want smth with wasm/lua
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u could say they are .so files but as wasm modules xd
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okay. so just create a lot of hooks and a loading system
15:07
first i need to finish proximity voice chat tho. (edited)
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take your time. my deadline for a very first version is end of the year
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ok ok boss
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if i don't finish until then, i rq everything
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Jupstar ✪
it's not safe, but it's also very hard to prevent anyway
i bet u coudl just manually check each server
15:20
not like theres more than 10 popular tw mod anyways xd
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Jupstar ✪
if i don't finish until then, i rq everything
rq current, go work on accounts™
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louis
not like theres more than 10 popular tw mod anyways xd
True xd
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@murpi skin bot seems to be offline again
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meloƞ
rq current, go work on accounts™
That would rationally be better indeed. But I'm progressive extremist now
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louis
@murpi skin bot seems to be offline again
Online again
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I want it better, faster, hotter
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hehe - nice
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Jupstar ✪
it'd probably be need to be "This server wants you to install graphics mod XY. DDNet can not entirely prevent these mods from containing viruses or similar, If you are certain you still want to continue on your own risk without any chance of acusing DDNet for your action, please write 'I understood the above text'" <text input field>
Make like license in Win 10 Tweaker (edited)
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Since /unsolo and /undeep are already /practice commands, I thought it'd make sense to also add /solo and /deep. I've found myself in need of /solo multiple times while practicing already, since when you're practicing faily solo parts with other players, you may teleport past the solo tiles after dying. And /deep could be useful for practicing dummy maps.

Checklist

  • [X] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with po...
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haha the deep fried soundcloud quality i love it
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Could we have MAP_IMAGE_MOD_TYPE_HIDE or smth like that where server could disable client entities (current behaviour)? Bcs I use that bug to prevent clients to see some map details in some areas :)
Originally posted by @0xfaulty in https://github.com/ddnet/ddnet/issues/7965#issuecomment-1938987668
16:58
997fe8f Add /solo and /deep as practice commands - bencie 76aeb8e Merge pull request #7969 from bencie/add-deep-solo - def-
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anyone compiling DDNet on Windows 11 with visual studio? zlib scream's at me and i dont know what to do (edited)
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meloƞ
anyone compiling DDNet on Windows 11 with visual studio? zlib scream's at me and i dont know what to do (edited)
@Daniel
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meloƞ
anyone compiling DDNet on Windows 11 with visual studio? zlib scream's at me and i dont know what to do (edited)
me but mine are fine with win 11 + vs 2022
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im using win 11 SDK and msvc 2022 build tools, tried using clion and visual studio
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let me see my vs installer give you my installed \packages list maybe help you
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yes that would be great thank you - i've been using linux for years and i just hopped onto windows 11 - i am so fucking lost
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do you have ddnet-libs in libs folder?
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im always cloning with --recursive yes
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well I have both as dual boot and I'm fine on both for compiling ddnet
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did you used cmake GUI or command prompt ? (edited)
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tried both
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meloƞ
yes that would be great thank you - i've been using linux for years and i just hopped onto windows 11 - i am so fucking lost
"AAAA BUTTONS! AAAA WHERE IS MY TOOLS AND BASH"
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Mʎɹ シ
"AAAA BUTTONS! AAAA WHERE IS MY TOOLS AND BASH"
😅
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WHY CANT I CTRL+ALT+T "git clone --recrusive https://github.com/ddnet/ddnet.git && cd ddnet && mkdir build && cd build && cmake .. -GNinja -DMYSQL=ON && ninja" (edited)
19:16
ah gg
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Vexar
Click to see attachment 🖼️
is that everything?
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cuz it's want to force you using click features on windows
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worked for me. install cmake, rust, vs community, git 1. git clone ddnet recursive 2. go cmake-gui and generate 3. open vs community and compile
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meloƞ
is that everything?
no I send that to show you my vs version
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Vexar
cuz it's want to force you using click features on windows
hate mouse
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Teero
worked for me. install cmake, rust, vs community, git 1. git clone ddnet recursive 2. go cmake-gui and generate 3. open vs community and compile
thats exactly what i did
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Teero
hate mouse
I love it ❤️
19:17
specially gaming one =))
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nah i play ddnet with arrow keys
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i jump on w and hook on v btw @Draggory
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I use to play it with touch screen 😛
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I'm with touchpad justatest
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hook on space
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Mʎɹ シ
I'm with touchpad justatest
goat
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no space is kill
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jump on w
19:18
b is kill
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hammer is shift
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I'm hooking on e and fire on q
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hammer q
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space jump, g kill 😐
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b is say_team back what do you mean
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All keyboard kill
19:18
Or all keyboard quit
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steer left - kill
19:18
gas - hook
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Left trigger - kill
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okay i am reinstalling everything and doing everything step by step - veeeerrryy slooowwwllyyyy
🐢 1
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meloƞ
okay i am reinstalling everything and doing everything step by step - veeeerrryy slooowwwllyyyy
let me send you my list maybe to drop something
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Original message was deleted or could not be loaded.
🤣 🤣 🤣
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Original message was deleted or could not be loaded.
I'm fast as fuk boii
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Original message was deleted or could not be loaded.
sounds like you broke atleast 5 objects in your room during this recording (edited)
kek 2
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Bone break sound
19:25
Doom in teeworlds
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Why vs have so much components
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+ Windows 11 SDK (10.0.22000.0)
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Mʎɹ シ
Why vs have so much components
I think because of supporting c/c++/c# and etc
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#define TIME_CODE_BLOCK(block) \ do { \ auto start = std::chrono::high_resolution_clock::now(); \ block; \ auto end = std::chrono::high_resolution_clock::now(); \ auto duration = std::chrono::duration_cast<std::chrono::milliseconds>(end - start); \ dbg_msg("Timer", "Time taken by code block: %ldms", duration.count()); \ } while(0) if only there was a better way to profile ddnet code feelsbadman
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Teero
#define TIME_CODE_BLOCK(block) \ do { \ auto start = std::chrono::high_resolution_clock::now(); \ block; \ auto end = std::chrono::high_resolution_clock::now(); \ auto duration = std::chrono::duration_cast<std::chrono::milliseconds>(end - start); \ dbg_msg("Timer", "Time taken by code block: %ldms", duration.count()); \ } while(0) if only there was a better way to profile ddnet code feelsbadman
perf tool
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one that doesnt slow code down to the point it takes 3 min for ddnet client to start pls
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Mʎɹ シ
justatest
emm your mmo mode required it's own client right ?
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Teero
one that doesnt slow code down to the point it takes 3 min for ddnet client to start pls
perf tool
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Vexar
emm your mmo mode required it's own client right ?
Nope
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is it 0.7 ?
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Server will support custom client and default
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Vexar
is it 0.7 ?
Nope, ddnet based
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hmm interesting
19:31
that wings and crows that I saw on your discord's server
19:31
is that client side features ?
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like that
19:32
that's private right ?
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Fully client side, works on every server
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ReiTW
perf tool
okay lemme try i tried valgrind before which was terrible
19:32
mb
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Vexar
that's private right ?
Yea
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other player with same client able to see that ?
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ReiTW
perf tool
ok im officially amazed
19:33
very cool 👍
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so every one have it at same time or for example can i turn wings off ?
19:35
my English knowledge are shit
19:35
don't know how to explain better myself to you 😄
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Client just sending "hello, i'm IGN and here is my uuid(taken from system and used md5 hash)" to IRC server, and IRC checking db and sending packet like "look, this dude have item_id and his name is IGN"
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ohh I see you connect your client to irc as API to connect all client together
19:36
that's was my question cuz you can't send custom data to other someone else server to spread information across clients about wings or lablablablalbab
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Vexar
my English knowledge are shit
My English is bad too, I'm just learned English from ddnet chat and some coding forums xdd (edited)
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exactly me too
19:37
I just watching english series or movie to learn English
19:37
You are from Russian right ?
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I'm talking in chats xd
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Vexar
You are from Russian right ?
Yea
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I really liked your client's feature really glad to see that wing and crows before I die
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You need verify? xd
19:40
In my client
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I prefer to have your wing and crows code that's awesome
19:40
let me send you my own client
19:40
can I send you DM ?
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Aa, you about this xd
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Vexar
can I send you DM ?
Yea why not?
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Vexar
I prefer to have your wing and crows code that's awesome
I'll talk with my friend about this
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that would be great to help me in that case I really like it like a lot
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@Vexar the issue persists, i fucking hate it here
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sending video to you
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i'll go dual boot, fuck it
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Teero
ok im officially amazed
you can have a flame graph with https://profiler.firefox.com
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meloƞ
@Vexar the issue persists, i fucking hate it here
can you see what you doing during compile ?
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its a zlib issue
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well we use prefered libs on windows
19:44
so it's not zlib issue i think (edited)
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Zlib isnt included in ddnet-libs
19:58
Anyways, Arch Here i come again
poggers2 2
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meloƞ
i jump on w and hook on v btw @Draggory
It's always you pinging me in this channel
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meloƞ
Zlib isnt included in ddnet-libs
yeah you right
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Draggory
It's always you pinging me in this channel
yes
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don't know really I check everything and never saw this error on windows 😦
20:14
20:14
I just copied boost to my visual studio folder but don't remember why 😄
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meloƞ
yes
owo
20:22
i cant, why tf python need correct tabs
20:22
PepeKMS
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meloƞ
Anyways, Arch Here i come again
u got a nice cpu use gentoo bro
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also u got new gen amd right
20:24
it has AV512
20:24
AVX512
20:24
u will only get to use that ifu self compile
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AVX-512 are 512-bit extensions to the 256-bit Advanced Vector Extensions SIMD instructions for x86 instruction set architecture (ISA) proposed by Intel in July 2013, and first implemented in the 2016 Intel Xeon Phi x200 (Knights Landing), and then later in a number of AMD and other Intel CPUs (see list below). AVX-512 consists of multiple extens...
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-StormAx
i cant, why tf python need correct tabs
And correct spaces
20:38
troll
20:38
Do your backend in C++
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meloƞ
Anyways, Arch Here i come again
Excuse me sir. Do you have a moment to talk about gentoo our lord and saviour?
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@Ryozuki two of you guys? oh lord you gonna make me install gentoo
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only install gentoo if you enjoy doing system maintenance
22:07
which i can get behind but personally am not a fan of
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Most of the time the "maintainance" is just emerge --sync && emerge -uDUavt --deep --with-bdeps=y @world
22:10
Unless something goes very wrong with your system, arch has pretty much the exact same amount of hands on work
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well sure but you also have to account for the fact that gentoo is compiling every package from source
22:11
and it's much more involved to set up stuff like use flags
22:11
even on my 7900x a system upgrade took at least an hour
22:12
i bet the average person's cpu takes all day to even compile smth like firefox too
22:12
it's cool if you're into that
22:12
but im not
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Add/update doxygen comments for all shell_*, os_*, secure_*, cmdline_*, windows_* and related functions. Move open_link and open_file declarations to shell group, to the same relative position as their function definitions.

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 t...
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Learath2
Most of the time the "maintainance" is just emerge --sync && emerge -uDUavt --deep --with-bdeps=y @world
also arch system upgrade is way more brief than this
22:21
just pacman -Syu if nothing is broken
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Ryozuki
@zhn why is ur name zhn?
wut
23:26
didn't i explain
23:27
its shorcut of my old ass nickname Zohan606 that i used before 0.5 went full empty
23:27
also it refers to Don't Mess with Zohan film
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Ewan
even on my 7900x a system upgrade took at least an hour
Did you not update for months and compile with pen and paper?
23:35
My daily upgrades usually take 20-30 minutes on my old ass 4770k and they happen in the background while I do other stuff
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4770k is an awesome cpu
23:36
and idk i like to have packages
23:36
not a problem on arch cuz im just downloading binaries
23:36
what de are you on & stuff
23:36
because i was using the reduced gnome image
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Ewan
4770k is an awesome cpu
It used to be great. Now it's 10 generations too old with far too small a core count
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would still be great as a home server or something
23:37
not a cpu i would want to run on my desktop
23:37
i bought a 4770k on ebay a few years ago and it never arrived feelsbadman
23:37
so i refunded and bought another for $30 more
23:37
and now my cousin has it and it sits in his closet
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Ewan
i bought a 4770k on ebay a few years ago and it never arrived feelsbadman
justatest
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ebay's refund policy is good
23:49
not really afraid of scams there as long as i pay through the website
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