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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 2024-03-28 00:00:00Z and 2024-03-29 00:00:00Z
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Bors Matyas
where is the boundery between cheating and dummy commands? your dummy automatcly watching you and hits you in time periods. he can mirror your movements. so what exactly sets away dummy commands from botting?
Dummy is part of official DDNet client, so it's ok.
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Bors Matyas
where is the boundery between cheating and dummy commands? your dummy automatcly watching you and hits you in time periods. he can mirror your movements. so what exactly sets away dummy commands from botting?
Botting is considered a person using tools / cheats which unrelates to actual, intended features, thus being bannable and illegal.
07:36
dummy, as well as it's commands provided by the DDNet community is considered legal in their own terms in many communities such as Gores and Block. Other servers might restrict you from using dummy, but thats about it. (edited)
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thursday vulkan
09:00
sadly no jupstar sadSnail
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As SDL3 is officially launching REALLY SOON, Sam and I are going to do an AMA on /r/gamedev, this Saturday, the 30th, at 11am Pacific/2pm Eastern. I'll post the link here right before it starts! Ask us about anything you like! SDL, gamedev, or our favorite pizza, it's all good! 💖 313 🔁 50
09:13
@Robyt3 sdl3 soon out justatest poggers2
09:13
@TylerGlaiel DOTA2, Counter-Strike 2, Steam Link, and the Steam Client itself have been using it for several months already, so it’s had several million users. :) 💖 29
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Teerank is a simple and fast ranking system for Teeworlds.
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(connecting) gigachad
kek 1
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Ryozuki
sadly no jupstar sadSnail
feelsbadman
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Imagine ryo actually playing the Game kek
11:16
i played it before it was on steam more tho
11:17
also i play using the gentoo build
11:17
so it doesnt count xd
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Ryozuki
Click to see attachment 🖼️
My brain automatically corrected: 11,17 GB required.
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I used to play teeworlds on Ubuntu 8.04 Back in 2009, since that was the only Game that looked interesting back then
11:19
Fetched IT freshly Out the App Store greenthing
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It's very concerning how much chiller is working on 0.7 stuff no one asked for
justatest 1
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Learath2
It's very concerning how much chiller is working on 0.7 stuff no one asked for
KEKW
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Learath2
It's very concerning how much chiller is working on 0.7 stuff no one asked for
xd
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Learath2
It's very concerning how much chiller is working on 0.7 stuff no one asked for
whats going on? i havent followed lately
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I'm serious, he'll get angry when we don't feel like merging things we don't want
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He got His GitHub acc locked by copying upstream 0.7 with issues and prs and stuff, and now Hes cooking 0.7^2
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A community fork of teeworlds. Trying to have more active maintainers and merge prs faster. - teeworlds-community/teeworlds
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meloƞ
He got His GitHub acc locked by copying upstream 0.7 with issues and prs and stuff, and now Hes cooking 0.7^2
Chiller fact Check that btw, that was what i remember
11:25
Dont wanna accuse you of anything justatest
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chiller stole the organization name and logo idea from tee-community organization pepeW lol https://github.com/tee-community/ * but tee in tee-community it's not teeworlds, it's name of game characters (edited)
tee.community has 6 repositories available. Follow their code on GitHub.
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Learath2
I'm serious, he'll get angry when we don't feel like merging things we don't want
Looking at the player count at https://steamcharts.com/app/380840 it really seems like a pointless use of life energy
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Doesn't seem like the update is immediately relevant for us though. https://www.phoronix.com/news/SDL-3.0-Preview-Release
Sam Lantinga released an SDL preview release today of SDL3 for helping to encourage developers to test out the new SDL 3.0 API.
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"pro player" - clicks on spoofed links kek
15:22
gawd damn you mods are fast
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Cellegen
dummy, as well as it's commands provided by the DDNet community is considered legal in their own terms in many communities such as Gores and Block. Other servers might restrict you from using dummy, but thats about it. (edited)
okay thanks
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another day, another quick c++ question. when iterating over an std::vector<T> by doing smth like for(auto &t : v) will it go from begin() to end() or the other way around? (edited)
17:00
or is it bound by some condition? im kinda confused rn since in my program it seems to be going from end to begin where as when i try it as a minimal example it goes from begin to end
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meloƞ
"pro player" - clicks on spoofed links kek
who
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#include <iostream> #include <vector> int main() { std::vector<int> v = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9}; for (auto &t : v) { std::cout << t; } std::cout << '\n'; } output: 0123456789
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Teero
or is it bound by some condition? im kinda confused rn since in my program it seems to be going from end to begin where as when i try it as a minimal example it goes from begin to end
an iteration in a ranged-based loop should always iterate from begin to end
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thats what i thought too
17:04
m_vPriority.emplace(m_vPriority.begin(), z); should emplace z to the start of the vector right?
17:04
so when iterating it should be the first element
17:05
yes
17:05
that is correct
17:05
im kinda confused
17:05
my code doesnt work
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classic
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what you learn in school vs whats asked in the exam
17:06
kek
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Teero
m_vPriority.emplace(m_vPriority.begin(), z); should emplace z to the start of the vector right?
ah wait - you're using emplace
17:06
try it with .insert
17:07
m_vPriority.insert(m_vPriority.begin(), z);
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okay no i think i know where the problem was
17:08
i was doing for(int &i : v) and then returned the element i instead of what place it was
17:08
so i was returning like 23 instead of 0 since 23 was the 0th element
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sendhelp - how do i set oppisite side for Y? so i have Graphics()->DrawRect(0.0f, 0.0f, 250.0f, 12.5f, ColorRGBA(0.0f, 0.0f, 0.0f, 0.7f), IGraphics::CORNER_B, 3.75f); but i want Y to draw in down side of the screen
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what do you mean?
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-StormAx
sendhelp - how do i set oppisite side for Y? so i have Graphics()->DrawRect(0.0f, 0.0f, 250.0f, 12.5f, ColorRGBA(0.0f, 0.0f, 0.0f, 0.7f), IGraphics::CORNER_B, 3.75f); but i want Y to draw in down side of the screen
Use Ui()->Screen() to get the size of the screen and then offset the Y position of the rect so the bottom side of the rect aligns with the bottom of the screen, if I understand the question correctly
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Robyt3
Use Ui()->Screen() to get the size of the screen and then offset the Y position of the rect so the bottom side of the rect aligns with the bottom of the screen, if I understand the question correctly
i hope i understand right
17:54
but
17:54
float rectY = UI()->Screen()->h; Graphics()->DrawRect(0.0f, rectY, 250.0f, 12.5f, ColorRGBA(0.0f, 0.0f, 0.0f, 0.7f), IGraphics::CORNER_B, 3.75f);
17:55
idk is that supposed to work like that
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-StormAx
float rectY = UI()->Screen()->h; Graphics()->DrawRect(0.0f, rectY, 250.0f, 12.5f, ColorRGBA(0.0f, 0.0f, 0.0f, 0.7f), IGraphics::CORNER_B, 3.75f);
The Y position is the top edge, so this rect would appear outside of the screen
17:56
You need to subtract the height of the rect
17:56
ohh
17:56
let's try
17:58
wait, height of the rect?
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UI()->Screen()->h - 12.5f ig (edited)
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float rectY = ScreenRect - 12.5
17:59
yeah
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Or ScreenRect.HSplitBottom(12.5f, nullptr, &Row)
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well, somewhere here supposed to appear line xd https://i.imgur.com/z5DhqOR.png
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Robyt3
Or ScreenRect.HSplitBottom(12.5f, nullptr, &Row)
lets find out ;0
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This won't set the width yet though
18:19
i've just noticed
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ops wrong copy paste
19:03
anyway @heinrich5991 look at this when u can https://bugs.gentoo.org/927880
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https://bugs.gentoo.org/927880 Build log https://927880.bugs.gentoo.org/attachment.cgi?id=888645 ``` FAILED: CMakeFiles/engine-shared.dir/src/engine/shared/jobs.cpp.o /usr/bin/x86_64-pc-linux-gnu-g++ -DCONF_INFORM_UPDATE -DCONF_OPENSSL -DCONF_VIDEORECORDER -DGAME_RELEASE_VERSION="18.1" -DGLEW_STATIC -I/var/tmp/portage/games-action/ddnet-18.1/work/ddnet-18.1_build/src -I/var/tmp/portage/games-action/ddnet-18.1/work/ddnet-18.1/src -I/var/tmp/portage/games-action/ddnet-18.1/work/ddnet...
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its possible its a new thing in gcc 14
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Ryozuki
its possible its a new thing in gcc 14
Want to fix it? Seems like a missing #include <algorithm> in jobs.cpp which was previously supplied from some other header I assume
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but why is it detected only there?
19:11
ok by only there i mean, why ci doesnt detect that
19:11
but yeah i can fix it
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Ryozuki
ok by only there i mean, why ci doesnt detect that
Maybe different (order of) includes in standard headers
19:12
Definitely looks like algorithm include is missing there
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hm i dont have gcc 14
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Checklist

  • [ ] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [ ] Written a unit test (especially base/) or added coverage to integration test
  • [ ] Considered possible null pointers and out of bounds array indexing
  • [ ] Changed no physics that affect existing maps
  • [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-ad...
19:15

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
  • [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addres...
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Teero
m_vPriority.emplace(m_vPriority.begin(), z); should emplace z to the start of the vector right?
when are you doing this
19:29
because it's probably not the best idea
19:30
when you emplace an item the vector will move every item after your index later by the amount you're inserting
19:31
so if you do this in a loop it means it's really spending most of its time moving shit in the vector
19:32
you might just wanna use a different container
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it depends on the amount of elements in the vector, but the time complexity will increase for each element newly added - might want to just use std::deque or std::list
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deque is probably best
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maybe he even needs std::stack only
19:45
i think he really only needs the O(1) writes to front and back (edited)
19:45
which stack gets from deque
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Or add to the back and iterate backwards instead
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can't do that with the epic loop syntax though
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8218dbb Add CImageInfo::DataSize convenience function - Robyt3 2b8af7f Pass arguments as CImageInfo to graphics functions - Robyt3 172bc33 Merge pull request #8161 from Robyt3/Graphics-ImageInfo-Parameter - def-
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Ewan
can't do that with the epic loop syntax though
u can in rust tho 🤓 ☝
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murpi
Yes, that's what I wanted to ask. The TS server is offline (for quite awhile too I believe)
if you want, i can ask him to either turn it back on or just shut it down. He uses it for other game as well (not sure he's still playing as he used to). Snail also has ways to contact him
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ye snail plays dota with him
19:53
@snail
19:53
wake up sleeper
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if it's been shut down and nobody's complained for a while then i think it should just be kept off
19:53
i would use it over discord if any american ddracers used teamspeak but alas
19:54
even then maybe not if it's located in a far off land
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it was quite useful before discord, back in time, from 2014 to 2016 i'd say
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How do I convert timestamp to date?
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Ewan
when you emplace an item the vector will move every item after your index later by the amount you're inserting
i have at most 20 elements and this is only done when clicking on another window so its probably fine imo
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Ewan
can't do that with the epic loop syntax though
You can with C++20
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just for context: that was for layering windows (like a floating window manager)
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why is a vector better than a deque in this case though
21:03
if you can make an optimization you should
21:03
even if it’s fine without it
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can you iterate over a deque without popping elements?
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for(auto i : vec | std::ranges::views::reverse)
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whats that syntax? ive never seen it before? (except bit operations) (edited)
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is this a bitwise or overload
21:05
cursed
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ah ok you can just do []
21:06
I have a deque: deque<char> My_Deque; My_Path.push_front('a'); My_Path.push_front('b'); My_Path.push_front('c'); My_Path.push_front('d'); My_Path.push_front('e'); There are such ways to out...
21:06
okay thx
21:06
i will try
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Deque gives you O(1) push at both ends, it is implemented differently to a vector. Might not be desirable the way it allocates
21:11
Indexing into a deque always entails 2 levels of indirection
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Ryozuki
is this a bitwise or overload
Overload
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Learath2
for(auto i : vec | std::ranges::views::reverse)
this is barely shorter than just writing the full non-range based for with rbegin and rend
21:15
its for the flex
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actually for(auto it : v | std::ranges::views::reverse) ; for(auto it = v.rbegin(); it != vec.rend(); it++) ; (edited)
21:15
longer by at least 3 when not tapped into any of std::/ranges::/views:: (edited)
21:15
😃
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There is also std::ranges::reverse_view
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innovation
21:16
i almost feel like you should be able to use an iterator in the range expression of the range based for
21:18
for(auto it : vec.rbegin()) ;
21:18
also i forgot parens on my rbegin and rend here
21:18
it's actually longer by several
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Problem is that end is not trigvial to derive from begin
21:18
trivial*
21:19
oh well
21:21
brain off rn
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If ranges were types we could have had a more rust like interface. But I'm sure there are issues with that too
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Learath2
Overload
yes i said is this "bitwise or overload"
21:26
not a logical or in the sentence
21:26
:d
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Sorry far too tired
21:29
Some guy on the metro asked me for directions. I replied with "Don't you know?". That tired
troll 4
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poor guy
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@Learath2 u know my name is Edgar right
22:30
someone made a AI (edited)
22:32
justatest
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Cute little “game”/“experience”
23:05
are there only 2 endings?
23:07
@Teero its more a philosophical thing
23:07
about the prompts and AIs
23:07
a story
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its not real AI
23:07
i wishd there was a better ending :(
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Learath2
Sorry far too tired
i could tell when you didn’t catch my lack of parentheses
Exported 179 message(s)