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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 2024-03-23 00:00:00Z and 2024-03-24 00:00:00Z
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seems to be asleep
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Ryozuki
@Learath2
why u use spanish hahah
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because he’s spanish
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This is not a pullrequest. This is an issue. https://github.com/ddnet/ddnet/pull/8019 just introduced a strict style guide. And it has been already violated. This should either checked manually before new prs get merged. Or fixed on a regular basis. Or better added to ./scripts/fix_style.py
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The current state for ddnet contributors is more annoying than it should be in my opinion. If the pr is reviewed by deen it gets merged within 2 minutes no questions asked. If the pr gets reviewed by heinrich it gets a bunch of nit picks that have to be solved before it can be merged. If the pr gets reviewed by robsti it gets a bunch of nit picks that have to be solved before it can be merged. The opinions of heinrich and robsti do not always align. The whole thing causes a back an...
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@Learath2 i just learned about gentoo profiles
10:09
apparently im at 17.1
10:09
there is some news about upgrading? isnt gentoo rolling
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Ryozuki
there is some news about upgrading? isnt gentoo rolling
Profiles are for breaking changes that need manual intervention by the user to upgrade. Iirc 17.1 removed symlinking for lib64
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im at 17.1
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eselect news to read about it
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im going to 23.0
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Ah a new one
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ye today
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Well I haven't turned on my computer yet
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the merged usr
10:29
but there is a unmerged one
10:29
also the bin packages
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The news item will tell you how to upgrade
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gentoo turning normie
10:29
jkjk
10:29
yeah im doing it
10:30
rebuilding gcc
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Looks like a boring update, just some new flags
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@Learath2 why do i go from 17 to 23
10:32
what about 18 19 20 21 22
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I don't remember how they were named
10:33
is it year based?
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It might be the last 2 digits of the year when they were first created
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damn profiles must be rare then
10:35
i compiled gcc in 14 mins
10:35
holy moly
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In a decade of using gentoo, I never had a mandatory profile upgrade
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before i did 22
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I only did one profile upgrade ever
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@Learath2 but they say they deprecating old profiles (edited)
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Ryozuki
@Learath2 but they say they deprecating old profiles (edited)
In 2 years, but yeah just get it out of the way if you have some time
10:37
1 year*
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you know me
10:37
i run on shiny new stuff
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btw i discovered i cant run 4 dimm slots at 6000mhz
10:38
idk if it runs at lower
10:38
but it wont boot
10:38
i can run with 2 dimm at 6000mhz
10:38
i think its some limitation
10:38
2x16gb
10:38
i think it can work with 2x32gb
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Idk anything at all about ddr past ddr3 😛
10:38
I'm stuck in the past
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im at ddr5
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I need to get a new laptop
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@Learath2 i gotta rebuild world
10:53
damn
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To reduce duplicate code and ensure all members are reset.

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 valgrin...
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Ryozuki
@Learath2 i gotta rebuild world
You don't HAVE to, but I can imagine it'd bother you forever 😄
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well the steps mention it
11:04
16. Rebuild world: emerge --ask --emptytree --getbinpkg @world
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Oh damn, it's been a while since I saw a profile upgrade requiring a full rebuild
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its cuz it moved lib folders probs
11:06
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I guess they want the new hardening flags in effect everywhere
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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-addres...
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Must be nice having a beast computer
11:07
I should get a new one sometime
11:08
if u get these new gen cpus
11:08
get just 2 ram sticks
11:08
at max u can
11:08
idk why 4 sticks its a big problem and u need to tinker
11:08
with timings
11:08
unless u dont run the high speed
11:09
well idk its just my personal xp
11:09
apparently its not plug and play
11:09
its plug and pray
11:09
igot 6000mhz but the cpu theorically uses 5400 mhz iirc
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Ryozuki
idk why 4 sticks its a big problem and u need to tinker
Is it actually supported? I would be surprised if they said its supported but it isn't
11:10
look the work this guy did
11:10
to get this shit working
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The problem is quite obvious. 6000MHz is an insane speed, I can imagine it's very very difficult to hit the timings at that speed
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ye it hits some limits
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However if they say it's supported, it's weird because those traces are laser tuned to be perfect
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DDR5 6000 MT/s at dual channel = 96000 MiB/s or 93.75 GiB/s theoretical maximum memory bandwidth / speed. [ 3000 MHz DRAM clock speed * 2 (for double data rate or DDR) * 8 byte wide bus width (IMC to DRAM bus on x86-64 architecture) * 2 (if you're running dual channel) = 96000 MiB/s ]
11:12
Your DDR5-6000 setup brings read speed at ~83.45% and write at ~89.8% speed of the maximum possible bandwidth. Generally the effective (practical) speed should be close to around 92% to 98% of the 93.75 GiB/s, if not pretty close. But it isn't. Basically, the actual write speed of your setup is close to DDR5-5400 and read is close to DDR5-5000. It means there isn't any reason to run at DDR5-6000 if you're not getting any extra bandwidth over lower speed or significant latency improvement. I'm not familiar with Zen based systems, but it looks like there is bottleneck somewhere, either the IMC is not fast enough, or the cores of Zen 4 aren't fast enough for that DRAM speed, or may be the Aida64 has got some problem with Zen 4.
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Don't you get more throughput with 4 RAM sticks if CPU and MB support quad-channel?
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4 DIMMs will always lose performance versus 2 on a dual channel system, it's a consequence of the IMC needing to handle multiple signals with different trace lengths (due to daisy chain). Particularly since these are 32gb DIMMs, ie dual-rank.
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Robyt3
Don't you get more throughput with 4 RAM sticks if CPU and MB support quad-channel?
i never seen quad channel
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Interesting
11:14
Oh it's 6000 MT/s not 6000 MHz clocked dram
11:14
I was a bit surprised at the insane speed 😄
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Ryozuki
i never seen quad channel
Asus X99-A/USB 3.1, i7-5820k and 4x8GB RAM justatest (edited)
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High speed signaling is truly wizardry. The things that get important at those speeds are just so unintuitive
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i got MSI X670E, 7900x3d and 2x16gb
11:16
the simple upgrade for me is to get 2x32
11:16
xd
11:16
i dont wanna bother with 4 sticks
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Or run at 5600?
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idk xd
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I got 2 sticks later than the others even though they are the same model, that probably explains why one stick sometimes doesn't get detected until I increase the voltage a bit pepeW
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i never fiddled with voltages and stuff
11:17
im scared to break stuff xd
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Sometimes, the cursor does not move correctly. Rather, it moves inexplicably in all directions with the mouse movements. The distance traveled is very short, even if the mouse is pulled very far.
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ывроплыврпролыдволдр 2024-03-23 12:22:21Z
What?
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someone know why i cantz install 1.81
13:27
showing me its a virus even if i turn defender off
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closes #8143

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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the tee centipade
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Bors Matyas
the tee centipade
#showroom
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btop breaks if you run it during high load for a long time
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i cant get the tunes to be correct for slowing down the game xd
17:13
some of them apparently scale linearly and some dont
17:13
also there is saturated add. i have no ideapepeW
17:17
gravity 0.25 for example doesnt make the jump last twice as long when calculating the jump impulse to be the same height as when gravity 0.5 (default)
17:17
i counted 28 ticks for 0.5 and 40 ticks for 0.25 (in the demo editor)
17:21
c++ Tuning()->Set("ground_jump_impulse", (g + std::sqrt(g * (g + 1341.12))) / 2); Tuning()->Set("air_jump_impulse",(g + std::sqrt(g * (g + 1104.f))) / 2); this is my function to calculate the jump impulses resulting in the default jump height based on the gravity
17:21
this works.
17:21
but how does gravity relate to the server tick speed?
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Gravity is applied to the velocity every tick
17:23
Velocity then changes the position every tick, so the effect of gravity on position is quadratic
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#include <iostream> #define TICKS 50 #define Gravity 0.5 int main() { float pos = 0.f; float vel = 0.f; for (int i = 0; i < TICKS; ++i) { vel += Gravity; pos += vel; } std::cout << "pos: " << pos << std::endl; return 0; } made a little minimal example to try out on godbolt
17:24
robyt yea thats correct
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#include <iostream> #define TICKS 50.0f #define GRAVITY 0.5f float predict() { // h = (1 / 2) *​ g * (t * t) return 0.5f * GRAVITY * TICKS * TICKS; } int main() { float pos = 0.f; float vel = 0.f; for (int i = 0; i < TICKS; ++i) { vel += GRAVITY; pos += vel; } std::cout << "pos: " << pos << std::endl; std::cout << "prediction: " << predict() << std::endl; return 0; } hmm.. why is this not the same? output: pos: 637.5 prediction: 625 (edited)
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what if you invert vel += and pos += ?
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i get 612.5
17:42
just as if id iterate one less
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Chairn
what if you invert vel += and pos += ?
you mean switching the lines?
17:44
gpt isnt a help either
17:47
ok i just looked at what heinrich said yesterday seems like it should be return 0.5f * GRAVITY * TICKS * (TICKS - 1.f)
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wouldnt you need to calculate gravity * ticks?
17:47
ye
17:48
but just doing vel += GRAVITY * TICKS; should do the trick
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or +1 depending on the order
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meloƞ
but just doing vel += GRAVITY * TICKS; should do the trick
thats not what i want xd
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should also be pos += vel * t
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okay g = 1275/(t*(t+1))
17:50
this is the answr
17:50
cool
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so you're not using the actual physical model of gravity, but your own? :D
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meloƞ
so you're not using the actual physical model of gravity, but your own? :D
the one of teeworlds xD
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oh wait this is for teeworlds? why tf are you using std::cout
17:52
justatest
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just a minimal example
17:52
chill
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XD the moment i saw you using std::cout i thought this is for something else so i wondered, no worries lol
17:54
i wonder why teeworlds uses g = 1275 instead of g = 9.81, would it mess something up? why arent we using generalized things
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has anyone played around with c++23 modules? asking for a friend justatest
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thats like a math question where someone says "calculate with pi = 3"
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MilkeeyCat
has anyone played around with c++23 modules? asking for a friend justatest
i did try out the export module stuff a bit
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did u use import std;
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ye, worked like a charm
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meloƞ
i did try out the export module stuff a bit
Which compiler?
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Okay, gcc and clang still don't support it afaik
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windows detected, opinion rejected feelsbadman
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import std; that is
17:59
Hopefully by gcc 15...
17:59
Not that I really like modules, I don't view headers as a problem to begin with
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MilkeeyCat
windows detected, opinion rejected feelsbadman
i use nixOS btw, ( in wsl2 that is, until i figure out how to single GPU passthrough correctly)
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i spent half of day triyng to make import std work and it doesn't work feelsbadman
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well using "import std" removes unneccessary boilerplate in including every library on their own, for example you dont need to import vector, and iostream, you can just import std (edited)
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MilkeeyCat
i spent half of day triyng to make import std work and it doesn't work feelsbadman
i just looked it up, it seems yet to be only functional using MSVC
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i wanted to make my program in c++23 but doens't seem like a good idea :\
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meloƞ
i wonder why teeworlds uses g = 1275 instead of g = 9.81, would it mess something up? why arent we using generalized things
g = 0.5
18:02
💀
18:02
1275 is just a factor that came out while doin the math
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just use c++21, c++23 is still not completly riped out, so i've read
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any way i was stupid. that function cant work
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meloƞ
i wonder why teeworlds uses g = 1275 instead of g = 9.81, would it mess something up? why arent we using generalized things
trying to replicate real world physics would lead to a game not called teeworlds
18:04
non credible physics is what makes the game fun
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when irl hammer fly justatest
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MilkeeyCat
when irl hammer fly justatest
come over we try
18:04
hookfly
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where does the data for $points come from?
19:00
or so i thought, bot doesnt seem to display my points correctly..
19:00
this doesnt have historical data
19:01
query = 'SELECT timestamp, points FROM stats_finishes WHERE name = $1 ORDER BY timestamp;' this is what i found in code
19:03
but it doesnt explain anything
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Reported by sockii on Discord. Skin download of all skins fails with error message http: i/o error, cannot create folder for: downloadedskins/... even though the downloadedskins folder exists. Deleting the downloadedskins folder and having the client recreate it did not fix it.
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i found a weird mismatch: the german translation translates Antiping = Anti-Ping, the entire segment uses Localize "AntiPing: predict *", why are weapons and grenade path not "translated" ?
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meloƞ
i found a weird mismatch: the german translation translates Antiping = Anti-Ping, the entire segment uses Localize "AntiPing: predict *", why are weapons and grenade path not "translated" ?
im guessing the translations were done at different times by different people
19:48
the newer stuff without translations always ends up at the bottom of the file so its easy to lose context
19:48
not very practical 🤷‍♀️
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git blame doesnt even tell me for some god forsaken reason >:c
19:50
could we specify AntiPing to be a Proper name that we dont translate? or should we stick with Anti-Ping?
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🤷‍♂️
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"translating" it to Anti-Ping seems odd
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furo
🤷‍♂️
nvim trolling gg
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translating a game like ddnet feels weird
19:52
imagine saying kukła instead of dummy
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i agree, lets keep it german.
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furo
🤷‍♂️
big improvements 🚀
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wook
big improvements 🚀
kek
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it seems odd that we are translating this, but i kept jupster's style AntiPing -> Anti-Ping for now.

Checklist

  • [x] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [ ] Written a unit test (especially base/) or added coverage to integration test
  • [ ] Considered possible null pointers and out of bounds array indexing
  • [ ] Changed no physics that affect existing maps
  • [ ] Tes...
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GitHub
Click to see attachment 🖼️
another improvement by Melon senpai 😍 😍 😍
angy 1
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Chiller i love how you got bombarded with "wrongs" on #8141 - scrolling to each requested change made me giggle a little more kek
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This is not a pullrequest. This is an issue. #8019 just introduced a strict style guide. And it has been already violated. This should either be checked manually before new prs get merged. Or fixed...
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I'm sorry but who thought formatting code with sed is a good idea?
21:45
especially c++
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The freezebar would previously be incorrect after returning from pause. The bar would countdown, but at a slower speed. Cherrypicked fix from #6724 Before https://github.com/ddnet/ddnet/assets/141338449/1416a5bc-f138-4b75-9d5c-76f12670f118 After https://github.com/ddnet/ddnet/assets/141338449/0480a4bc-f8af-4a6b-9ace-bcee7c676994

Checklist

  • [x] Tested the change ingame
  • [x] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly relate...
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chillerdragon BOT 2024-03-23 23:08:47Z
I am currently playing with the clang tidy config. It has a lot of features. It might be able to feed it the cursed ddnet code style
Replying to @Learath2 I'm sorry but who thought formatting code with sed is a good idea?
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4d6a00d Use CTeeRenderInfo::Reset - Robyt3 1349610 Fix more variable names (GPU -> Gpu, ID -> Id) - Robyt3 3d6c022 Merge pull request #8145 from Robyt3/Format-CPU-ID-Naming-Fix - def- eefcb83 Merge pull request #8144 from Robyt3/Client-Skin-Reset-Cleanup - def-
23:43
e46f16e check for newline at the end of source files - dobrykafe 6175022 add missing newline at EOF - dobrykafe a4aafb7 Merge pull request #8147 from dobrykafe/pr-fix-style - def-
23:49
6f8fca2 keep Anti-Ping style consistent - BlaiZephyr 7826b2a Merge pull request #8149 from BlaiZephyr/finalize-german.txt - def-
23:53
ab3991f fix freeze bar not beeing correct after returning from pause - C0D3D3V 7e8dc57 Merge pull request #8150 from furo321/freezebar-fix - def-
Exported 229 message(s)