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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 2024-06-02 00:00:00Z and 2024-06-03 00:00:00Z
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ws-client BOT 2024-06-02 02:20:02Z
<ChillerDragon> ok nice fixed my go lsp by installing it again i did a little wopsie of deleting go at some point so that probably broke it. I am suprised how good it worked with the broken lsp :D
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lsp 4 noobs
02:21
real coders flip the bits on a hard drive platter with a magnetic stylus
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chillerdragon BOT 2024-06-02 03:23:10Z
Ye I nob
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zhn
@MilkeeyCat is that true xd
Wat
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@Learath2 ping me
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morning
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The tale of restoring an ’80s timeless classic.
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@Discord Mod who can ban one hacker
07:26
i find hacker
07:27
who can ban him?
07:28
@Fussel ?
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1. wrong channel - use #✉-create-a-ticket 2. dont ping discord mods for ingame moderation 3. dont ping mods directly 4. why did you choose #developer ? :D
09:02
also - good morning
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meloƞ
1. wrong channel - use #✉-create-a-ticket 2. dont ping discord mods for ingame moderation 3. dont ping mods directly 4. why did you choose #developer ? :D
tickets are currently broken
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6f75087 Refactor goto_tele - ChillerDragon 257a0ba Store all tele types in vectors - ChillerDragon 6cfe54b Merge pull request #8338 from ChillerDragon/pr_goto_tele_refactor - Robyt3
09:10
c4f68f5 Remove unnecessary object creation in emplace_front - ChillerDragon 0a505c2 Don't return from void methods - ChillerDragon 6450527 Remove redundant casts - ChillerDragon 59cb7ef Fix clang-analyzer-unix.StdCLibraryFunctions - ChillerDragon c1a5e59 Exclude enough checks to pass with clang tidy 19 - ChillerDragon bbf54ec Merge pull request #8318 from ChillerDragon/pr_clang_tidy_19 - Robyt3
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oh mah gawd chiller gets his PR's merged
09:11
POGGIES
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The motivation for this PR is to make the server side input code easier to understand, and improve the way the input buffer for each client is handled.

First change:

This PR should allow clients to send their input messages in any order and target any position in the input buffer which will allow for further improvements to packet loss protection in the client later. Additionally unrelated to this PR if #8372 is merged and client input re-sending is implementing it would in th...
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So many issues and PRs going on!
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With some languages the buffers for the scoreboard recording notification were not large enough when recording all 4 types of demos at the same time. Reduce duplicate code. Avoid unnecessary, slow str_format for concatenation. Use UI functions for drawing the background and text. Screenshots:
  • Before:
!image
  • After:
![image](https://github.com/ddnet/ddnet/assets/23437060/7a1486fc-a1b1-4860-a...
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Yet another problem I found during my remake of Ukrainian translation

In Slavic languages, "name" can be translated in two ways: as a first/given name (Andrew, Alex, Anthony etc.) and as a proper noun (DDNet, DDrace etc.), and because the string Name is used both in Server Browser, where it stands for "Server name", and everywhere else (Scoreboard, Ghost tab, Settings etc.), this creates a problem. ## If you translate the word "name" as a proper noun (for example, in Ukrainian it's...
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Three left to report, and two of them are nitpicks (edited)
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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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While I was remaking Ukrainian translation, I found that you can translate DDNet settings tab name

!DDNet

And... well...

!DDNetTab (No, I won't add this to my translation, don't worry about that)

Robyt3 on Discord also suggested this:

It's not just the "DDNet" string itself, a bunch of other strings ...
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Well, I wanted to say that I have two left, but now I have one left
Replying to @GitHub GitHub: > Robyt3 […]
11:16
Although, the semicolons... yeah...
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9492ca5 Add confetti particles on finish - l-ouis bcc7412 Merge pull request #8406 from l-ouis/master - def-
11:33
That's rather a nitpick, but some strings have : in them (for example, Position:), while some get it ingame (for example, Refresh Rate) !nitpick2
11:36
4e552d0 Add /practicecmdlist - furo321 da0df30 Merge pull request #8356 from furo321/split-practice-commands - def-
11:38
f762e23 Fix language file being loaded twice when starting - Robyt3 94325cd Improve error handling for invalid translation files - Robyt3 3ba9fee Merge pull request #8430 from Robyt3/Localization-Fixes - def-
11:43
For now I only found two errors that are not translatable: !Empty demo (There is also an "Ok" button that is also not translatable) !Error reading demo header
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So, I'm done with nitpicking
11:45
Back to translating...
11:46
37abc90 Consistently use instead of ... in translations - Robyt3 9986eaf Merge pull request #8435 from Robyt3/Translations-Ellipsis-Consistency - def-
11:48
cc7d6c3 Fix truncated scoreboard recording notification, refactoring - Robyt3 19b704d Merge pull request #8433 from Robyt3/Scoreboard-Recording-Notification-Refactoring - def-
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Crazy stuff
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is there a name for an action when compiler takes int literals for example and tries to find a type which can hold both. Example, -5 + 5 so if you look at them separately it would be i8 and u8, but when you try to add them the common type would be i8
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chillerdragon BOT 2024-06-02 12:29:37Z
Confetti being merged in under a week is slightly unsettling
monkaStop 1
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MilkeeyCat
is there a name for an action when compiler takes int literals for example and tries to find a type which can hold both. Example, -5 + 5 so if you look at them separately it would be i8 and u8, but when you try to add them the common type would be i8
Integer Promotions ?
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idk if that's it but ill call it like that :YEP:
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chillerdragon BOT 2024-06-02 12:32:02Z
In the meantime I am waiting for a response in the colored broadcast pr since a month @heinrich5991
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chillerdragon
In the meantime I am waiting for a response in the colored broadcast pr since a month @heinrich5991
but it's more fun than when it gets merged in a few days, amirite
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chillerdragon BOT 2024-06-02 12:32:48Z
And spent a hour today again solving bugs caused by merges in the 0.7 pr which is also waiting for reviews since months
12:33
Stale prs seriously bother me
Replying to @MilkeeyCat but it's more fun than when it gets merged in a few days, amirite
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but you just got 2 merged didnt you? :P
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chillerdragon BOT 2024-06-02 12:33:52Z
Ye the boring ones
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chillerdragon BOT 2024-06-02 12:33:59Z
And they all took way longer than 5 days
12:35
27 days to fix clang spamming warnings
12:35
Vs 5 days of adding a new confetti net message
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go to #✉-create-a-ticket and complain why ur prs take so long to merge justatest
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chillerdragon BOT 2024-06-02 12:37:20Z
when bridge create a ticket
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MilkeeyCat
is there a name for an action when compiler takes int literals for example and tries to find a type which can hold both. Example, -5 + 5 so if you look at them separately it would be i8 and u8, but when you try to add them the common type would be i8
C calls them the "usual arithmetic conversions"
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chillerdragon BOT 2024-06-02 12:40:18Z
I understand stuff takes time and nobody gets paid here. And if one would ask me to check some pr it might take 2 years or more. But then there seems to be some priority of prs that get reviews faster that I don’t understand which annoys me. I always make time to respond to feedback within 24 hours just to get ghosted for weeks again.
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The trick to getting faster reviews is not working on controversial stuff
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chillerdragon BOT 2024-06-02 12:41:28Z
How is colored broadcast that much more controversial than confetti?
12:41
Or fixing clang warnings
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There is much more to chat about how colored broadcasts should be made and handled
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chillerdragon BOT 2024-06-02 12:43:22Z
1 month ghosted on the most controversial debug print xd
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You feel as if your prs get a higher level of scrutiny, which annoys you. That is understandable. But you also commonly port stuff from 0.7 which only one developer here really cares about
12:44
That is imo what is increasing your average review times
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chillerdragon BOT 2024-06-02 12:44:22Z
Use amount of snow flakes on a frozen tee to indicate the seconds till unfreeze. Only used for 2 and 1 seconds. For longer freeze times, freeze tiles, hearts, deep freeze the old random animation i...
12:44
I improved the usefulness of existing particles
12:44
Highly controversial
12:44
I don’t get it
12:46
That’s also not 0.7 and Heinrich refuses to answer my questions here https://github.com/ddnet/ddnet/pull/8331
Follow up to #3602 Press ctrl+t to enter text mode and place font letters based on keyboard presses. The user has to select the letter A and the number 1 manually once for every layer. The selectio...
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8341 looks like it got reviewed. You just don't like the reviews
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chillerdragon BOT 2024-06-02 12:48:08Z
Yea but how is that controversial?
12:48
And confetti isn’t?
12:48
It’s way less intrusive
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i think thats because confetti is a cosmetic and doesnt change anything gameplay wise, and "using amount of snow flakes as unfreeze time indicator" affects the visual timing of unfreeze (edited)
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chillerdragon BOT 2024-06-02 12:50:08Z
The original author of the snowflakes was too lazy to add a fading out. I fixed that. How is that controversial
12:50
Yes. Before it was uselessly random now it is actually helpful.
Replying to @meloƞ i think thats because confetti is a cosmetic, and "using amount of snow …
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how to spot a chillerdragon PR: 300 comments
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chillerdragon BOT 2024-06-02 12:52:09Z
I am thinking of implementing https://github.com/ddnet/ddnet/pull/8358 but I don’t wanna maintain another stale pr.
It works but I did not spend any time on polishing it yet. Would something like this be merged with the design decisions I made? If yes I can finish this up. When finished it would be a big diff an...
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Robyt3's review there sounds perfectly sensible to me. Random position, size and low contrast make this not very good UI/UX
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oh wow the 0.7 client support has the most comments ever received on 5.2K PR's :o
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chillerdragon BOT 2024-06-02 12:52:43Z
It fits the style I wanted to make it less controversial by keeping it as is
12:53
Surely we can make it a big snowflake at the same position every time. I would be in. But that’s not what would be merged either.
12:54
When the snowflakes were introduced the fade out effect was forgotten or someone was too lazy to implement that. I would call my pr a non controversial quality improvement.
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chillerdragon
When the snowflakes were introduced the fade out effect was forgotten or someone was too lazy to implement that. I would call my pr a non controversial quality improvement.
Source? I'd rather consider that the author also didn't like the bad UI/UX of this
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chillerdragon BOT 2024-06-02 12:55:30Z
Yea I tend to be spammy. And I opened it with the first draft hoping to get a merge on the network code before I start working on all the features. But the review phase took 2 years so I just finished it all in the meantime
Replying to @meloƞ oh wow the 0.7 client support has the most comments ever received on 5.2…
12:57
Idk who the author is. No hate. I just think that the snow flakes as particle who replaced damage indicators should also fade out. I don’t see how them fading out could be problematic in any way. So I assumed the snowflakes were unfinished.
Replying to @Robyt3 Source? I'd rather consider that the author also didn't like the bad UI/…
12:57
Nobody disagreed with that in the issue I opened for it
12:57
In 2 years
12:59
Nobody of the maintainers* codedev did but he just says the freezebar covers it. Imagine me opening a pr back in the days removing the damage indicators and saying the armor covers it xd
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Anyway, you are not getting extra scrutiny is my point. Your small prs get merged just as quickly as everyone elses. Then you drop a bomb like add 6k lines for 0.7 support on client. Of your open prs, 1 is a sweeping format change, 1 is a massive change that only 2 people want, 3 are changes we feel are not exactly the best way to do things but fixes your mods, 4 are drafts, 3 are ui changes that imo needs discussion, 2 to support 0.7
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chillerdragon BOT 2024-06-02 13:04:33Z
0.7 pr would be much smaller if it were partially merged as I requested it
13:04
And I’m not saying all my prs should be merged in 5 days
13:05
Just the ones that are comparable with something so critical as adding confetti
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It's easy to merge confetti. That's why confetti is merged quickly. It's isolated. It looked fine. It's implemented properly
13:07
Of all your open prs, I could only see 8307 and 8342 that are no brainers to merge
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chillerdragon BOT 2024-06-02 13:07:05Z
I don’t understand how confetti is easier than fading out an effect
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#7588 also seems fine
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This does not fix any issues in ddnet as far as I know. Because ddnet code removed all round based code. Currently the per tee demos are only stopped when a character dies. But the Reset() method i...
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chillerdragon BOT 2024-06-02 13:07:48Z
How can fading out an animation be problematic
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It's not that's you are fading out the snowflakes, it that you try to add meaning to it in a way that's bad UI/UX design.
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chillerdragon BOT 2024-06-02 13:09:14Z
Worse than not trying at all?
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chillerdragon
Worse than not trying at all?
I like the other idea better so I don't see a reason to go halfway on a design I consider bad.
> A top to bottom melting ice cube would be much nicer in my opinion. Something that is integrated into the game world should not be a hud element but fit the environment. That's a cool idea. I would generally support such a design. For the last 3-5 seconds there could also be a special shaking animation to indicate exact seconds and/or an "ice-cracking" sound effect every second. I suppose that could satisfy those who want the exact one second visual/acoustic timing that the freeze stars gave them (#6028).
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i think we in general need a better timing indicator, once used to the freeze-bar made timing easier for me personally - but something like this: https://github.com/ddnet/ddnet/issues/6028#issuecomment-1412890901 seems much better than ticking down the amount of stars, making them hardly visible (edited)
Edit correct: show freeze stars instead of bar (without the old shield + heart HUD). Can the health and ammo HUD return to DDRace servers (similar to v16.1)? The freeze duration shield countdown fe...
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meloƞ
i think we in general need a better timing indicator, once used to the freeze-bar made timing easier for me personally - but something like this: https://github.com/ddnet/ddnet/issues/6028#issuecomment-1412890901 seems much better than ticking down the amount of stars, making them hardly visible (edited)
As I said in this PR I'm open to getting something in which reintroduces the damage indictator style particles. In a proper way, using a freeze flake instead
f3 1
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what if the freeze bar was blinking in intervals of a second?
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By proper way, I mean no hacking around with server commands
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chillerdragon BOT 2024-06-02 13:14:10Z
Well I’m not opening another big pr again for ice cubes. And I still think the bad ux is better than no ux and it also looks nicer if it fades out,
Replying to @Robyt3 I like the other idea better so I don't see a reason to go halfway on a …
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Iza
what if the freeze bar was blinking in intervals of a second?
i am against that
heinrich5991: Perhaps it would help to make the bar flash on each whole second? Charin: Please don't. However, adding some marks in the freeze bar may help?
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Ice cubes are very hard to do
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idk the stars were doing something similair so i dont see how you wouldn't want that
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chillerdragon BOT 2024-06-02 13:15:20Z
How is reusing the death effect for a finish animation good design. If fading out isn’t xd
13:15
Yes
Replying to @Learath2 Ice cubes are very hard to do
13:15
So it won’t happen
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Just the fading out would have been merged in 10 minutes
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chillerdragon BOT 2024-06-02 13:16:32Z
It’s what I did no?
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maybe the thing actually keeping your PR from beeing merged is the way you named it kek (this is meant as a joke and i dont mean any harm) (edited)
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chillerdragon BOT 2024-06-02 13:20:16Z
So what did I do wrong then?
Replying to @Learath2 Just the fading out would have been merged in 10 minutes
13:20
I faded them out
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That's not fading out. You are decreasing their amount and adding meaning to them
13:22
Actually I'll tag myself out of this discussion because it's giving me a headache. Merge it, don't merge it, idk. I think it's useless at the thing you intend them for. Someone should still look into bringing back a clear indicator of pace
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chillerdragon BOT 2024-06-02 13:26:11Z
I would consider decreasing amount fading out. But ok sure let’s end the discussion I’m tired. I just wanted to say that I am a bit upset and the open prs make me feel bad and that’s why I would like to avoid opening new ones.
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If there are any prs that you haven't received feedback for. I'd be more than happy to look them over
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chillerdragon BOT 2024-06-02 13:27:22Z
Robsti reviews everything
13:27
He is so nice and he also looks into the big ones and never creates stale prs
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denying prs is hard but should be done to avoid steering projects into a wrong way
13:28
justatest
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chillerdragon BOT 2024-06-02 13:28:25Z
I would prefer denial over stale to death
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I'm starting to appreciate why oy was doing "wontfix" and just closing prs left and right
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chillerdragon BOT 2024-06-02 13:29:08Z
It’s clear
13:29
Lerato you could review my 0.7 pr hehe
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Can you rebase 7588 ? Seems fine to merge it
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You don't want me reviewing anything with 0.7 in it
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chillerdragon BOT 2024-06-02 13:30:57Z
This pr should have been closed weeks ago together with the corresponding issue https://github.com/ddnet/ddnet/pull/8307
Replying to @Learath2 I'm starting to appreciate why oy was doing "wontfix" and just closing p…
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i am the worst maintainer
13:33
@Learath2 when ping
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Jupstar ✪
@Learath2 when ping
Mh, can we do this some other day? I have to go out and meet someon, then idk when I'll get back home
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Yes but that other day i finished the stuff anyway
13:34
i am at a speedrun
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I invented chill
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fokkonaut
@Robyt3 I used git bisect to find the source of this issue, it's this commit: https://github.com/ddnet/ddnet/commit/507b097ad82573f2ab975ce96ecaccd42551c53d
@Robyt3 this actually causes ddnet client being unable to join many servers
13:57
as it seems
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fokkonaut
@Robyt3 this actually causes ddnet client being unable to join many servers
If those servers also don't send CNetMsg_Sv_ReadyToEnter then they'll have to fix that on their side, otherwise this will also cause other issues on the client-side if this message is missing
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This is de-facto breaking backwards compatibility, since many servers 1. don't know about this and 2. not every source is open probably
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do you know what mods are broken? I'd think servers that have stuff like theme changes is very rare
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i've just seen people report they cant connect to specific servers and/or map mismatches and i've had that myself a few times
14:17
i think more niche mods, like mmotee
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i have a newbie question about game networking in general, if anyone has insights: if i have a pve scenario where untrustworthy clients aren't too much of a problem, would predicting client positions ahead of time server-side and doing calculations with predicted position make sense? (and later on adding some sort of anticheat for fishy inputs) -- I want the client to have as smooth of an experience as possible without too much compromise
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chillerdragon BOT 2024-06-02 14:35:58Z
Yea if hacking is not a problem go with the Minecraft approach. It feels blazingly smooth with basically no internet connectivity required.
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if you trust the client, run the simulation on the client, then sync the results to the server, it'll be butter smooth
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chillerdragon BOT 2024-06-02 14:37:24Z
Let the client do all game logic locally and then just inform the server of the new state on a „trust me bro“ basis. It will be lag free and simple. But when you then want to avoid people using teleportation and speed hacks you will get a bit of a messy situation.
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The only issue is if there are multiple players you'll need to figure out a way for the server to resolve conflicts
14:38
e.g. client A shoots monster, kills it, client B on their screen shoots same monster, kills it, who killed the monster?
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it is multiple players -- also a bit confused on whether i need to predict enemy ai on clientside or not (if enemy A with deterministic AI shoots a bullet at player B, should player A predict the bullet being shot), since i need to do all collision calculation server side
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chillerdragon BOT 2024-06-02 14:40:20Z
If you trust your players don’t collision calculate server side hehe
14:40
It’s like paint ball. Rely on players saying „hit“
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xd well i want to trust player's movement + location since that has less chot potential than just ignoring anytime they get hit
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chillerdragon BOT 2024-06-02 14:41:37Z
Are untrustworthy clients a problem now or not? Xd
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i guess i wasnt clear, i want to trust them half only on the things that aren't super chot worthy
14:42
not sure if that makes sense
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chillerdragon BOT 2024-06-02 14:42:48Z
So teleportation is not bad?
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it is, but i could solve that with anticheat
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Mh, this is not an easy problem when the source of truth is different for different properties of an entity
14:44
but anyway, I would first not predict anything, establish who is authoritative on what and how state gets propagated and conflicts resolved
14:45
After that you add in prediction where things are not smooth. Ai shots depend on the game but I'd think wouldn't need much prediction if your projectiles are fast and the server is authoritative on projectiles
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ye i guess ill have to go from simple to more complex
14:46
it's a bullet hell so character position + bullet position needs to be close to truth as possible client-side
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On your first question, idk, it depends again on how you want it to feel. If you predict on the server, but the client has stopped on their own screen and get shot, it'll feel wrong
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for that problem i was thinking to just undo the previous tick's collisions if client input changes and server has to predict a position in the opposite direction
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What if client input arrives too late?
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yep that's a problem too, i guess just predict for however many ticks late it is, if a client is consistently late maybe flag it thru the anticheat somehow
14:49
but then the client and server could desync as well if it's too late / something got dropped
14:51
in that case maybe the server can just force the client position to its predicted position and client corrects itself? shouldn't be a problem except for laggy players
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Why do you want to predict the client position on the server?
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i want the relative player-enemy-bullet layout on the client to match the relative player-enemy-bullet layout on the server
14:53
so i believe the server would either have to keep track of the previous x ticks of each bullet and calculate collision based on each player's ping or predict each player's movements x ticks in advanced with ground truth bullet position
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Ah, I think I get it, that does sound sensible. The server is technically behind the clients, it has not received all the inputs necessary to know what will happen this tick. So it can instead do it's thing on a predicted state, then you can retroactively fix up any mistakes the prediction made.
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I don't think I'd bother though, just have the server run behind and have the client predict, retroactively fixing game state is expensive
👌 1
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idea for moderator in game force swap with blocker and then banning that person , to save tees that he blocked .
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how is the server config for allowing cheated ranks (with rcon) called? xd (edited)
15:27
@Learath2 pls read this when u can
15:27
nice article
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05d97ca Stop demo when gameworld is reset - ChillerDragon 64f4ea1 Merge pull request #7588 from ChillerDragon/pr_stop_demo_on_reset - Robyt3
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@murpi is it intended that we don't see who declines map with the new application commands ?
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Ideally the decline reason should be written by the Tester who declined the map
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Teero
how is the server config for allowing cheated ranks (with rcon) called? xd (edited)
It doesn't exist afaik
😭 1
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So, now I need to replace ... with now...
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in your translation yes - roby did it for existing
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egyt
So, now I need to replace ... with now...
you mean now…
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Yet another reminder: I am remaking Ukrainian translation, and haven't pushed the changes yet (edited)
Replying to @MilkeeyCat you mean now…
18:51
Now I have 29 untranslated strings and 15 strings with translation I am not 100% sure about, totaling in 44 strings
18:52
So, the progress is 92.5~95%... crazy stuff, ain't it?
18:54
Okay, now that I joined an fng server I got some more "unsure" strings XD
18:55
18:55
Text does not fit 😭
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It's good that I checked it, though!
19:15
Or you would have gotten a bad translation for non-DDrace 😅 (edited)
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Had to shorten "<color> team" to just "<color plural adjective>" (it makes sense!) and "Switch to <color plural adjective>" to just "To <color plural adjective>" (it kinda makes sense..!)
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MilkeeyCat
is there a name for an action when compiler takes int literals for example and tries to find a type which can hold both. Example, -5 + 5 so if you look at them separately it would be i8 and u8, but when you try to add them the common type would be i8
type inference
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egyt
Had to shorten "<color> team" to just "<color plural adjective>" (it makes sense!) and "Switch to <color plural adjective>" to just "To <color plural adjective>" (it kinda makes sense..!)
oh you should definitely check both previous ukranian (on 0.7) and russian translations
19:37
half of your translations problems come from not checking other slavic translations smh
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Wrong
Replying to @zhn half of your translations problems come from not checking other slavic t…
19:38
Also, I checked old Ukrainian translation and it is bad
19:38
Won't even check russian, I suspect it's the same xD (edited)
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It says "For red" and "For blue", which creates a confusion (edited)
Replying to egyt Won't even check russian
19:40
Whoops, wrong reply
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ye, [play] for red/blue
19:43
pretty straightforward, actually sounds like [play] as red/blue
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louis
it is, but i could solve that with anticheat
anticheat is a losing game
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Teero
how is the server config for allowing cheated ranks (with rcon) called? xd (edited)
don't think that exists
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less straightforward than "[Go] to red/blue team", (that's how I translated it) (edited)
Replying to @zhn pretty straightforward, actually sounds like [play] as red/blue
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can't really say if there something better than "[играть] За красных" with same width
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imho Russian shouldn't tell Ukrainian how to make Ukrainian translation
❓ 1
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wdym, i say that about russian translation, not about ukrainian
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^
Replying to @zhn half of your translations problems come from not checking other slavic t…
19:48
"К красньім"
Replying to @zhn can't really say if there something better than "[играть] За к�…
19:48
even less letters
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i said that because i translated and retranslated almost all ddnet related lines in russian and happened to suffer from same thing you recall there
19:49
i didn't touch teeworlds related lines since theyre perfect and iconic for me at least
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i better log off or that might escalate
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theres nothing to escalate huh
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@murpi #bot-cmds-old perhaps that message should also be privately sent
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Hm, what if Esperanto becomes source language so there is no confusion for translators (Esperanto words always have only one meaning, I heard) /hj
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how about we invent a new language called teelang
troll 1
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mimimi
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i speak in angry
20:31
ouch
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Jupstar ✪
mimimi
^ this means "i pressed f3"
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heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw
troll 1
20:31
my normal conversation
20:31
on ddnet
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Jupstar ✪
heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw heartw
f4 far
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egyt
Hm, what if Esperanto becomes source language so there is no confusion for translators (Esperanto words always have only one meaning, I heard) /hj
i dont trust no language invented by a ophthalmologist!
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Yet you trust translations made by random people on The Web :^)
Replying to @meloƞ i dont trust no language invented by a ophthalmologist!
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mi mmimimi mi
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btw, does teelang has tones?
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thats because translations are human readable ? - i dont care if a translation is wrong, and if it is, i propose a change
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native speaker:
20:37
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Learath2
@murpi #bot-cmds-old perhaps that message should also be privately sent
I'll figure something out
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i'd say this could literally be "gotta win"
20:38
if u listen very closely
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why do you have a separate CTF capture sound for Polish 😭
20:38
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iirc all the audio's from back then were created by 3 people in a room with a mic, a plastic bottle and funky audio software
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meloƞ
iirc all the audio's from back then were created by 3 people in a room with a mic, a plastic bottle and funky audio software
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matricks said something about it once - i forgot tho (edited)
20:40
sry if the gif was inappropriate btw
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meloƞ
sry if the gif was inappropriate btw
troll
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which gif, can u resend?
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stepfunn my honest reaction gif
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i rather not! :P - someone deleted it for a reason :D
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Replying to egyt btw, does teelang has tones?
20:42
Replying to egyt btw, does teelang has tones?
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guess u have to open the game and ask the native speakers
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teenglish
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Replying to @Jupstar ✪ guess u have to open the game and ask the native speakers
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my tee knows everything
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that was a bad joke about Chinese
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sry i gave humor -10 in my skill tree
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See #8435. We should create a new python script for checking translations (including #8429), since nobody seems to understand the existing translation scripts very well.
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What is CI, again?
Replying to @GitHub GitHub: > Robyt3 […]
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Continuous integration (CI) is the practice of integrating source code changes frequently and ensuring that the integrated codebase is in a workable state. Typically, developers merge changes to an integration branch, and an automated system builds and tests the software system. Often, the automated process runs on each commit or runs on a sche...
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@Learath2 does this look similar to what we need for bans? https://debezium.io/
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looks very new age, sounds like it is atleast similar to what we want, but one thing is it won't solve any other problem we might want to solve with a message queue, like shipping chat messages to one place, or shipping logs
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When running DDNet through Rosetta it shows the info on discord actually, but when running natively (arm64) it does not appear.
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