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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 2024-04-24 00:00:00Z and 2024-04-25 00:00:00Z
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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...
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Teero
why did you make it opensource? :D
he saw the server numbers were flopping
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cyberFighter
he saw the server numbers were flopping
F-DDrace has tune lock btw🤫
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fokkonaut
F-DDrace has tune lock btw🤫
can yuo pls fixe tunlock for map
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cyberFighter
can yuo pls fixe tunlock for map
wdym ?
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uh idk it has priority over unfreeze
09:48
i should check if normal tune does that actually
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probably, dunno
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make[2]: *** No rule to make target 'release/libddnet_engine_shared.a', needed by 'DDNet.exe'. Stop. make[1]: *** [CMakeFiles/Makefile2:500: CMakeFiles/game-client.dir/all] Error 2 make: *** [Makefile:156: all] Error when building using cmake .. -G"Unix Makefile" && make j(30) on windows rust toolchain is stable-x86_64-pc-windows-msvc python --version: 3.12.3 why is it always libddnet_engine_shared bullying me? - (edited)
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can’t use msvc toolchain with mingw
09:56
justatest
09:56
use visual studio generator
09:57
or switch to stable-x86_64-pc-windows-gnu
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meloƞ
make[2]: *** No rule to make target 'release/libddnet_engine_shared.a', needed by 'DDNet.exe'. Stop. make[1]: *** [CMakeFiles/Makefile2:500: CMakeFiles/game-client.dir/all] Error 2 make: *** [Makefile:156: all] Error when building using cmake .. -G"Unix Makefile" && make j(30) on windows rust toolchain is stable-x86_64-pc-windows-msvc python --version: 3.12.3 why is it always libddnet_engine_shared bullying me? - (edited)
j30 wtf
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no matter how much i preach about the modern cmake syntax
10:47
can just do -j btw
10:47
uses result of nproc
10:47
or equivalent
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Ewan
uses result of nproc
Oh nice to know
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just a habit in doing j30 - nproc would use 32
11:17
y not
11:17
advanced scheduler can make do
11:17
multiplexor
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Ewan
can just do -j btw
It doesn't
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It should
11:29
in cmake
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It actually means "spawn unlimited processes" for make (edited)
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he’s still using make manually
11:30
beyond helping
11:31
jk but
11:31
i misread
11:31
in cmake -j is shorthand for —parallel
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  • it shows "password incorrect", while not having entered any new password
  • when entering another password, it connects back to the original server
!image
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Peter0x44
It actually means "spawn unlimited processes" for make (edited)
You will basically forkbomb yourself if you use it on a large enough codebase
11:34
I have no idea why it behaves like that
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Ewan
can just do -j btw
you sure about that? I think make parallelizes everything so it can launch 200 jobs simultaneously and crash your computer
12:23
well, just like Peter0x44 said
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@Ewan sry for ping but i love having these talks with ya - compiling with cmake .. and building with cmake --builld . -j wont move neccessary .dll files from \ddnet\build to \ddnet\build\debug where the compiled files and the .exe files reside - resulting in missing .dll files when launching ddnet - isnt there supposed to be a set command in the cmakelists copying those over automatically? or am i missing something for context: - simply moving ddnet.exe and the steam_api.dll (that somehow got correctly generated there) - makes it Executable and it works just fine. (edited)
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someone got an idea? i still couldnt figure it out, and manually copying those is annoying
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no windows devs online xd
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meloƞ
make[2]: *** No rule to make target 'release/libddnet_engine_shared.a', needed by 'DDNet.exe'. Stop. make[1]: *** [CMakeFiles/Makefile2:500: CMakeFiles/game-client.dir/all] Error 2 make: *** [Makefile:156: all] Error when building using cmake .. -G"Unix Makefile" && make j(30) on windows rust toolchain is stable-x86_64-pc-windows-msvc python --version: 3.12.3 why is it always libddnet_engine_shared bullying me? - (edited)
if u use mingw u need the gcc toolchain
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Teero
no windows devs online xd
feelsbadman
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not msvc
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Jupstar ✪
if u use mingw u need the gcc toolchain
yee i figured, but right now im trying to cmake .. && cmake --build . but it wont move the neccessary .dll files needed to launch it - copying them manually is annoying
15:07
shouldnt this be handled by cmake already?
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have you tried from clean build directory
15:11
i never had any problems with mingw
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Chairn
have you tried from clean build directory
yes :(
15:30
PS C:\Users\Anwender\Projects\DDNet\build-test> cmake .. -- Building for: Visual Studio 17 2022 -- Selecting Windows SDK version 10.0.22621.0 to target Windows 10.0.22631. -- The C compiler identification is MSVC 19.39.33523.0 -- The CXX compiler identification is MSVC 19.39.33523.0 PS C:\Users\Anwender\Projects\DDNet\build-test> cmake --build . -j MSBuild-Version 17.9.8+b34f75857 für .NET Framework (i have no idea what im doing PepCuteShy )
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meloƞ
@Ewan sry for ping but i love having these talks with ya - compiling with cmake .. and building with cmake --builld . -j wont move neccessary .dll files from \ddnet\build to \ddnet\build\debug where the compiled files and the .exe files reside - resulting in missing .dll files when launching ddnet - isnt there supposed to be a set command in the cmakelists copying those over automatically? or am i missing something for context: - simply moving ddnet.exe and the steam_api.dll (that somehow got correctly generated there) - makes it Executable and it works just fine. (edited)
You could either use MinGW or build without DEV=ON and run the executable in pack_DDNet-18.1-win64_tar_gz because this folder contains all the data files
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Seems like all the files you need are in the build folder but only the executable is in Debug/Release etc. depending on the build type. You could start the client with Debug\DDNet.exe with the current folder being build, or find out how to make MSVC put the executable directly into the build folder.
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fairly interesting, all of this is handled by most modern IDE's automatically it seems. - i wish i had these problems sooner - thanks Roby i'll see what options i have etc.
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``` [] Setup [] Launch server [] Launch client 1 [] Start demo recording [] Launch client 2 [] Test chat and chat commands [] Test rcon commands [] Stop demo recording [] Test map change [] Play demos [] Shutting down server [] Shutting down client1 [*] Shutting down client2 [-] Error: admin message not found in server log [!] Warning: ./stderr_client1.txt ==17664== Memcheck, a memory error detector ==17664== Copyright (C) 2002-2017, and GNU GPL'd, by Julian Sewar...
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can I share a zip file with teeworlds server executables here for anyone that's interested?
16:43
so that they are not completely lost from wherever I just scraped them from
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?XD
16:44
better share the source code
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I dont have any source code
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is it a mod or what?
16:45
og mods, I guess
16:45
from 2015 or so
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I was young and dumb 🙂
16:50
would be great to still have access to the code (edited)
16:50
in order to recompile for newer systems
16:50
but also, sometimes the source code was just not provided
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jxsl13
Click to see attachment 🖼️
oh wow - cool stuff :D
🛹 1
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jxsl13
yeah
can you create a topic on teeworlds.com too?
Exported 74 message(s)